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  1. - Top - End - #1
    Dwarf in the Playground
     
    NecromancerGirl

    Join Date
    Jan 2010
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    Default The Shattered Isles

    Just posting this here so I have a centralized place with all the info.

    Spoiler: The Shattered Isles
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    Spoiler: Map
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    I can't seem to post images so the link is here


    Spoiler: History
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    Long ago, a great calamity befell the Shattered Isles. They were broken, and drifted apart over the seas. Ankhadi, the Queen of the Isles, was the only relic of that disaster. Noone knows what happened - why the isles were broken, how Ankhadi ascended to godhood, why she survived. But from that day forward she became the patron of the Isles.
    Many years later, four new peoples came to settle the isles. Ankhadi welcomed them, and granted them each dominion over different domains. The elves were given the forests and the wild places. The dwarves were given the mountains and the depths. The orcs were given the wide open spaces. And the sahuagin were given the seas. From their ranks, Ankhadi drew the Divine Court, to rule the isles and keep them in balance. She would grant them a portion of her power, to rule a domain she entrusted them with. When they tired of divinity, or were somehow slain, she would find a new mortal worthy of divinity - though their portfolio might change.
    For almost a millenium, this continued. But then, one day, the humans came. Seeing a new land to settle, they arrived in hosts of ships, seeking to make the Isles their fiefdom. War ensued. Ankhadi waited, and watched. It is a matter of much speculation why she stayed her hand. Perhaps she sought to test her followers. Perhaps the foreign gods fought her back. Noone knows. But, for forty long years, Ankhadi did nothing, and slowly, the people of the Isles fought…and lost.
    Only then Ankhadi came. She met with the gods of the humans, and they signed the Treaty of Five Peoples. The humans would be granted the land they had conquered. There, they could do what they wished and could worship their gods. But the rest of the Isles remained hers, and belonged to her people.
    For many years, this was how things were. But slowly, over time, the humans began to expand into Ankhadi’s domain. There, their gods had no power, and only the gods she chose held dominion. Slowly, the humans began to worship the gods of the isles, and their old gods were forgotten. Now, indeed, there were five peoples of the islands.
    That was two hundred years ago. Now, barely anyone remembers the Treaty of Five Peoples as more than a footnote. Fewer yet remember the old gods. The isles belong to Ankhadi and her five peoples - the humans in the cities, the orcs in the plains, the dwarves in the depths, and the elves in the wilds.

    This is not to say that there is no conflict in the modern isles. Ankhadi has always held to a policy of strict neutrality. She may have created Livenya, but she also created Vhaath. There are many conflicts, between many peoples. But now, they are all Ankhadi’s.


    Spoiler: Notable Locations and World Details
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    The Shattered Isles consist of three large islands. The Isles are divided in two notable ways: by sea, and by climate. The Kadir Line and the Nalar Line, named for the demigods of winter and summer respectively, divide the Isles into three regions. North of the Kadir line it is always winter. The trees that grow are predominantly evergreens, the weather is always frigid, and the soil is covered by permafrost. South of the Nalar line it is always summer. Trees grow into dense jungles, the weather is hot and the sun shines brightly throughout the year. In between is the temperate zone, where the seasons change as they do on earth.
    The westernmost isle is known as Kavedar. Southern Kavedar forms the western part of the Southern Plains, the expanse of grass that forms the ancestral home of the orc bands. North of the plains lie the dwarves of Southhold, who live throughout the hills and mountains that separate the plains from the Five Kingdoms. The Five Kingdoms - Altavir, Ilsar, Dimet, Erilan and Elletair - form the centre of the continent. These kingdoms of humans and wood elves are the largest bastions of urban 'civilization' in the isles outside of Gol'Vhaath. The kingdoms have many age-old feuds and constantly squabble, but are united in their hatred of Gol'Vhaath and their reverence of Phareah and Tavora.
    To the north of the Kadir line lies Kavest - a wild forest occupied only by dangerous beasts and the wild elves. Some frost dwarves also dwell in the mountains, but they tend to keep to themselves.

    The northern island is known as Golatar. Ever since Vhaath's rise to power around two hundred years ago, this island has been dominated by the empire of Gol'Vhaath. Gol'Vhaath is a theocracy devoted to Vhaath. They seek to conquer and enslave all the isles in Vhaath's name, and offer blood sacrifices to him every day. Gol'Vhaath is ruled by Vhaath's secretive and powerful priesthood, all of whom are utterly devoted to their lord.
    As hard as Gol'Vhaath has tried, however, it has failed to expand meaningfully beyond the Kadir line. The wild elves and frost dwarves of the north are hardy, and they know the land far better than Vhaath's soldiers. Some smaller groups have been defeated and enslaved by Gol'Vhaath, but most persist. Far to the north lies the frost dwarf stronghold of Khal'Ishnir, where the dwarves wage their war against the white dragonkin and practice their unique forms of magical craftsmanship.

    The southernmost and largest isle is Soleia. Lying entirely beyond the Nalar line, it is an extremely hot and unforgiving place. To the north lies the Faheer desert. It is occupied primarily by small outlying bands of orcs, with the exception of the rivers. Aquatic elves dwell all along the lakes and rivers, forming riverside settlements and trading with the Sun Elves, the orcs, and the people of Akavé.
    Akavé is by far the largest city in Soleia. On an isle in the middle of the massive, life-giving Akarine River lies a uniquely powerful confluence of magical leylines. First discovered by the orcs, this site was built upon by many peoples, and has a long and storied history. Orc bands considered it a holy site, and fought over the island for many centuries. Eventually, when the Sahuagin began to expand their empire after the birth of Kalamah, they came to the island and conquered it. They built a grand city atop the existing temples of the orcs, digging deep underground to form thousands of underwater temples, burrows and tunnels. This city, known as Kalatress, stood for hundreds of years as a monument to the glory of Kalamah and the Sahuagin people. They made magical discoveries there the likes of which the rest of the world had never seen.
    Eventually, however, the humans came. Though they focused their efforts on the areas that would become the Five Kingdoms and Gol'Vhaath, one bold human expedition did find Kalatress, and sought to claim it for their own.
    Queen Zafarha of the Elemental Plane of Fire and Queen Essenuis of the Elemental Plane of Air, rulers of their respective domains, saw in this an opportunity. Kalatress was built atop a site of truly legendary power - one they wished to claim for themselves. They offered the humans the power of the elements in exchange for their word that the city they built there would be built in the Queens' honor. The humans accepted, and with the Twin Queens' help they defeated the Sahuagin.
    Thus, Akavé was raised. Ever since its inception, the city has been ruled by dynasties of noble families descended from the Twin Queens' servants. All who live in the city must worship the Twin Queens, and give offerings to them each day.
    Over the last several centuries, Akavé has grown to almost rival Kalatress in its glory days. It stands as the largest metropolis in all the Isles, with people of every race coming there to trade and worship.
    When the Twin Queens conquered the city, many of their followers came through to the material plane with them. A group of Azer went to the eastern mountains, meeting the dwarves who lived there. Together, they formed the kingdom of Sol'Azheir, now famous as the home of the greatest craftsmen in the isles.
    Following the Akarine River down to the south, one eventually arrives at the dense jungles of Sol'Esseir. These jungles span more than half the continent, and are occupied almost entirely by sun elves. The elves live throughout the jungles, both in small nomadic bands and in enormous, sprawling kingdoms. Vestria, in the northern jungles, is the heart of the sun elves' power. An enormous kingdom built into the trees themselves, it is a place of wonder and glory.
    Simedon is far more wild. The southern region of the jungles is occupied by smaller, more nomadic groups of elves, but is most known for its extraordinary array of exotic and dangerous beasts. The most famous of these are the titanic dinosaurs that give Simedon its elvish name ("Land of Titans").
    East of the jungles lie the rest of the Southern Plains, the homeland of the orcs.

    In the sea separating the Isles lies Sahavhiss, the ancient kingdom of the Sahuagin. By far the oldest kingdom in the Isles, Sahavhiss is ruled by the greatest of the Sahuagin priestesses, and the fearsome, many-armed Barons. It is a harsh place, and its rulers seek nothing except total dominion of all the Isles' seas.

    Above Sahavhiss lies the Vhiss’Ka Archipelago. Originally serving as simply a staging area for the armies of Sahavhiss, it eventually became a major site of trade between the Sahuagin of the depths an the kingdoms of the surface. Now it has expanded and developed its own culture. Though technically beholden to the barons of Sahavhiss, Vhiss’Ka functions in most respects as an independent Sahuagin kingdom, with a very different culture from the depths. Sahuagin in Vhiss’Ka take after the people of Kalatress far more than they do Sahavhiss, and still revere Kalamah’s memory.
    The most famous city in Vhiss’Ka is the outlaw stronghold of Nakvet, home primarily to pirates, smugglers, and raiders. It is run by a criminal syndicate with close connections to the Nhiss of Akave.

    To the northeast of Vhiss’Ka is the mysterious land of Yvara, the Isle of Mists. Shrouded by ever-present mists and the subject of dozens of ghost stories around the isles, none venture there save the hundred slaves Gol'Vhaath exiles there each year on the Day of Sacrifice. Noone knows why they do this - and noone ever hears from anyone who is exiled there ever again.


    Spoiler: Races
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    Spoiler: Humans
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    Pretty much just like 5e humans. Feel free to use the alternate rules for feats. Much of Gol'Vhaath, the Five Kingdoms, and Akavé consist of humans.

    Spoiler: Elves
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    There are many subraces of elves in this world. Most of them are relatively similar to 5e's Wood Elves. Note that this setting's Wood Elves are, confusingly enough, actually quite different from 5e's. Sorry :P I couldn't think of a better name for them.

    Spoiler: Wood Elves
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    Live in the temperate areas near humans. Skin ranges from light tan to dark chestnut brown. Living in milder conditions has given them a more carefree and gentle attitude than many of their wilder brethren. They gain:
    +1 cha, advantage on animal empathy checks with non-domesticated animals, elven weapon training,

    Spoiler: Sun Elves
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    Dwell in the jungles to the southeast. Vestrian Sun Elves are as 5e High Elves. Simedon Sun Elves are as 5e Wood Elves. Both also gain additional tolerance for hot temperatures.
    Skin tends to be a brilliant gold or bronze in color

    Spoiler: Wild Elves
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    Dwell north of the Kadir Line. Silver, white, light blue or light grey skin.
    As 5e Wood Elves save that they gain +1 con instead of +1 wis and can tolerate extremely cold conditions

    Spoiler: Aquatic Elves
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    Dwell in the water, usually in the rivers and lakes of the southeast. Teal, light blue or light green skin, with webbed hands and feet, as well as gills. They gain:
    +1 Int, Swim speed of 30 ft, amphibiousness, elven weapon training


    Spoiler: Dwarves
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    As per usual, save that they also have the following two subraces:

    Spoiler: Frost Dwarves
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    Live in the icy mountains of the north, or in communities underground beneath the ice. They gain:
    +1 wis, resistance to cold damage, can tolerate extreme cold,

    Spoiler: Azers
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    A few hundred years ago, when the Twin Queens seized control of Akave, a group of Azers established a colony in the southeastern mountains.
    +1 str, proficiency with smith’s tools, illumination (10 ft bright light, another 10 dim light), heated body (any creature striking the azer with an unarmed or natural attack takes 1d6 fire damage)
    (Yes, I know Azers aren't technically Dwarves. Whatever.)


    Spoiler: Orcs
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    The Orcs dwell all along the plains to the south. They are predominantly a tribal and nomadic people, only rarely coming together to form stable settlements. Live in nomadic bands of 200-1000. Meet together in Moots around every 2 years - loose organizations of bands that share some sense of community. All orcs are welcome at a moot, regardless of where it is. Orcs from rival bands and rival moots may be viewed suspiciously, but they will never be turned away.
    The only static orc settlement is Rivermoot, which has grown to a large enough size that some orcs stay there year round. At Rivermoot they trade up the river with dwarves from the mountains.
    They gain:
    +2 con, +1 str
    Endurance: advantage on all saves against exhaustion, and exhaustion happens after twice as long as usual
    Relentless: (as Relentless Endurance for half-orcs in core)
    35 ft base move speed,

    Spoiler: Sahuagin
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    A predatory aquatic race with an unusual kinship to sharks. Many dwell in Sahavhiss, one of the oldest kingdoms in the Shattered Isles. Ruled large swathes of the isles before the humans came. All revere Kalamah, a great Sahuagin goddess who led them into an era of magical supremacy. Divided into priest and warrior castes, often (but not always) along gender lines.
    +2 str
    shark telepathy (can magically communicate with and command sharks within 120 ft), limited amphibiousness (have to submerge themselves every 4 hours), darkvision 60 ft, 40 ft
    base swim speed
    Priest caste:
    +1 wis
    blessing of kalamah: gain the ability to cast one cantrip from the cleric list. clerics gain one additional first level spell slot instead.
    ancient secrets: gain proficiency in arcana. clerics of the arcana domain (as most priests of kalamah are) add twice their proficiency bonus to arcana checks.

    Warrior caste:
    +1 con
    blood frenzy (advantage on attack rolls against bloodied living targets)


    Spoiler: Other Races
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    Dragonborn, Tieflings and Aasimar all still exist, though they are extremely rare. Akavé nobles are also often half-elementals. These are detailed below.

    Spoiler: Half-Elementals
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    The noble families of Akavé consist of descendants of the Twin Queens' servants. Many are part-djinni, part-efreet, or have blood from even stranger creatures. Half-Elementals gain the following traits, depending on their elemental affiliation:
    All gain:
    Darkvision 60 ft
    Educated upbringing: proficiency in one of history, persuasion, or insight

    Fire:
    +2 str, +1 cha
    Resistance to fire damage
    Inner Flame: Half-fire elementals gain the ability to cast the cantrip Fire Bolt at will, with charisma as the primary spellcasting attribute.
    Illumination: Half-fire elementals emit a constant glow, giving 10 feet of bright light and another 10 of dim light
    Corona: Add 1 fire damage to all melee attacks and damaging spells

    Air:
    +2 dex, +1 cha
    Resistance to lightning damage
    Wind Mastery: Half-air elementals gain the ability to alter the winds at their command. So long as there is at least a light breeze, they may cast the cantrips Message and Mage Hand at will.
    Scion of Storms: Half-air elementals do not suffer disadvantage on any checks or impediment to movement due to weather, winds and storms





    Spoiler: Deities
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    Major Deities:
    Ankhadi, Queen over All: The great god of the Isles. Far above the other gods. Largely unconcerned with mortal affairs, however - appoints the other gods and goddesses from the ranks of mortals to keep the balance. Served by the Celestial Eagles, the Eyes of Ankhadi, who watch the isles and ensure everything is as it should be.
    Note that all gods save Ankhadi were once mortals, who were appointed by her to their various domains. The gods (except Ankhadi) are also very active in this world - they can and do appear in the mortal world, and, while their lifespans are long, gods dying and being replaced is not so unheard of.

    Vhaath, the Overlord: god of tyranny, blood and dominion. Lawful Evil. Rules over the empire of Gol'Vhaath with an iron fist. Dozens of slaves are sacrificed to his glory every day.
    Phareah, the Sun Queen: goddess of the sun, heroism, righteousness, authority. Lawful Good. Highly revered in the Five Kingdoms.
    Livenya: Goddess of rivers, seasons, healing and life. Neutral Good. Governs cycles of life - the seasons, the weather, rivers, aging.
    Carissos: God of death and magic. Reclusive and mysterious. Worshipped by insular cults who revere death. Not evil, but has a dark motif. Lawful Neutral.
    Tavora: Goddess of knighthood, honor, chivalry and glory. Worshipped by knightly orders in many kingdoms. Lawful Neutral. Worshipped by many good knights, but evil ones too.
    Iadori: God of music, travel and hedonism. Patron of bards. Chaotic Neutral.
    Sanakar: God of trickery, ambition and betrayal. Chaotic Evil.
    Ciara: Goddess of art, creativity, passion and love. Often associated with the moon. Worshipped by many artists. Also viewed by many as a goddess of womanhood, and is worshipped by many small cults of priestesses. Chaotic Good.
    The Red Lady: Goddess of war, blood and violence. True Neutral.. Portrayed as a woman in a red robe and veil, holding a bloody sword. Very inscrutable - the least understood of any of the gods.
    Kagrun: God of stability, hierarchy, craftsmanship, guilds. LN. Dwarven god. Only dwarven god to be worshipped large-scale by non-dwarves.

    Other Deities:
    Sahuagin:
    Kalamah: Old Sahuagin goddess of magic. Very powerful, and still revered by some Sahuagin. She died around 200 years ago. While she was alive, she led the Sahuagin into an age of magical supremacy. Not exactly a kind goddess, but very far removed from the cruelty of Sahavhiss. Valued talent and intelligence above all else and led a cultural revolution for the Sahuagin. Was eventually worshipped even in Sahavhiss - though slightly begrudgingly.
    Kalamat: Kalamah’s favored priest, who rose to become her replacement after her death. Has struggled to fill the shoes she left. Priesthood ruled by the Hierarchy of Kalamat - more rigid and structured than Kalamah's priesthood.
    Nharrash, the Terror of the Deeps: Enormous shark that roams the depths of the seas. Worshipped by the Sahuagin of Sahavhiss. Said to be the greatest of the Sahuagin barons, who had such ferocity that he took on the form of the sharks that were the Sahuagin's ancestors.
    Lasshik, the Immortal Queen: Timeless god-queen of Sahavhiss, ruling all the oceans with an iron fist. Patron of serpents, aquatic predators and ocean storms. Appears as a tall Sahuagin woman with multi-hued scales and four arms. Said to be the consort of Nharrash.

    Orc:
    Ta'Gharron: Orc warrior queen. Infamous for slaying an ancient red dragon who threatened her moot in single combat. Goddess of valor, strength and community. Patron of leaders, chieftains, protectors. Represents fighting for your community and to protect those you love, as opposed to the bloodlust that falls within Anauron's purview.
    Larroshe: One of the oldest gods still living. Orcish keeper of knowledge and tradition. Established the first moots and made peace between the warring orc clans of her time. Very well-respected. Associated with peace, balance, and knowledge.
    Anauron, The Plainsrunner: Represents the untamed heart of the orcish people. Associated with travel, freedom, instinct, battle. Also the orcish god of the hunt and of wild places. Favored of many young orcs.

    Akarei: Goddess of the Akarine River and of Akavé. She is an unusually active goddess - appearing often at various parts of the river as an enormous teal-green serpent with shimmering scales. She greatly appreciates worship, and loves offerings of valuables or potent sacrifices. There are many shrines to her throughout the riverside and the city.
    Kadir: God of winter and cold. Servant of Livenya.
    Nalar: Goddess of summer and heat. Servant of Livenya.

    Elf and dwarf gods: WIP




    Spoiler: More detail on Akavé
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    Spoiler: Religion
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    All the gods are frequently worshipped in Akavé, but a few deserve special mention:
    Every civilization which has settled the river worships Akarei, the River Goddess - though her worship has taken many different forms. She is an unusually active goddess - appearing often at various parts of the river as an enormous teal-green serpent with shimmering scales. She greatly appreciates worship, and loves offerings of valuables or potent sacrifices. There are many shrines to her throughout the riverside and the city.

    Worship of the Twin Queens is mandated in Akavé. Their temples can be found all over the city, with those at the city centre being of such opulence that they are famed worldwide. Enormous statues of the queens rise above the city, flanking the royal palace.

    Temples and relics dedicated to Kalamah can still be found all over the Lower City. Her influence has long outlasted her death, and almost all the Sahuagin in the city still venerate her. Most now worship Kalamat, and the Hierarchy has great power, but there are a great number who still pray for Kalamah's return, and refuse to acknowledge her replacement.

    Spoiler: Governance
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    The city is ruled by a hereditary monarchy, passed between different noble dynasties. The politics of the noble houses are extremely complicated, and often are closely tied to the politics of the elemental planes. Some of the largest houses are as follows:
    House Jhazar:
    Predominantly descended from the fire planes - specifically, from efreets. Efreet blood runs extremely strong in their veins and they tend to be somewhat hotblooded…literally. They have a deep hatred for the djinni-descended houses. They are also the most warlike of the houses.
    House Syn:
    Smaller house that has recently grown in power and influence. Extremely ambitious. Descended from pure air elementals.
    House Kalue:
    Currently in power. Descended from both djinni and efreets. The current king is extremely young - only 14, and the city is ruled by a regent. Kalue has been in power for a long time and have become somewhat complacent.
    House Corraine:
    Descendants of Belkers. Tend to be less interested in city politics than the other houses. Many wizards.
    House Kalfir:
    Descendants of Azers. One of the more powerful houses, with few enemies. Quite wealthy trade moguls and extremely skilled craftsmen.
    House Sanbar:
    Descendants of salamanders. Essentially puppets of House Jhazar, who they hate.

    The nobility are both extremely strict and extremely lax in their rule. Their mandate of worship for the Twin Queens is enforced with an iron fist, and any disrespect to them is punished extremely harshly. They view the city as a monument, and any disorder or disruption to the shrines, monuments and palaces of the central districts is met with similar harshness. Within the slums of the East Side or the Lower City, however, they care little for what their subjects do.

    Recently, there has been a dispute over the succession. Kalue Zhar, who previously held the throne, died unexpectedly a month ago, and the line of succession has been disputed. Kalue Haman currently rules the city as regent in place of his dead brother's daughter, who is his supposed heir, but the succession has been hotly contested, and many houses - most notably Jhazar and Syn - are making plays for the throne.

    Spoiler: Locations
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    The city is divided into two regions: the Upper City, and the Lower City. The Upper City consists of those regions above the surface of the water, while the Lower City lies below.
    The Upper City is roughly divided into five districts.
    The eastern side of the city is the largest district, and also the poorest. Almost anything can be found there, if one looks hard enough. The city watch intervenes to keep order when things get out of control, but has a largely hands-off policy.
    That disorder, however, ends immediately upon walking through the gate to the central district. This district consists of opulent palaces, monuments and temples to the Twin Queens and their servants, and any passersby who are not of the nobility are likely to be met with suspicion at best, if not arrest. The central district is also the home of the Six Towers - the homes of the six magisters who control the city's mages guilds. The magisters are all drawn from the ranks of the nobility - some through merit, and some through birth. Three of the six towers are controlled by large noble families - Kalue, Kalfir and Corraine, and these magisters are virtually always drawn from the ranks of those families. The other three positions, those ostensibly merit-based, are still extremely political, and when vacancies open the families fight over them jealously. All magisters appointed to the towers serve for life.
    To the south lies an enormous, sprawling temple to Akari. This temple is as old as the city itself - dating back to the first orc shrines built here millenia ago. Akari herself appearing at the temple is not an uncommon site, and nearly everyone in the city considers the temple to be one of the greatest holy sites in the world. Around the temple lies a maze of canals, inns, markets and shrines that forms the Akavé Bazaar. The Bazaar is always bustling with activity, and draws visitors from every race, religion and social class in the city.
    The west side contains the Great Pier. While there are docks all around the city banks, the Great Pier forms the backbone of Akavé's trade network. Ships sail from here to every nation and region of the isles - and the world.
    North side is still a WIP
    Throughout the upper city, ruins, tunnels and relics of the city's past eras are a ubiquitous sight. Kalatress was a treasure trove of magical wonders, and most are still poorly understood. The most famous of these are the sewers. Akavé inherited a massive, labyrinthine network of magical sewers from its predecessor, some areas of which are still unexplored hundreds of years later. Thousands of tunnels extend down from the surface, many connecting to the sewers, leading to ruined temples, laboratories, and areas of the upper Warrens.

    The Lower City is occupied primarily by the Sahuagin and the aquatic elves. The Twin Queens wanted to drive out the Sahuagin entirely when they conquered the city, to deny King Nagerekk of the Elemental Plane of Water any influence. This, however, proved impossible. The city was completely at the mercy of the Sahuagin's control of the waters, and eventually they had to accept that many of the Sahuagin would stay. Even now, however, the Sahuagin that remain in the city are often discriminated against and viewed as untrustworthy at best - downright murderous at worst. Most stick to the Lower City, and rarely leave the water.
    Most of the Sahuagin in the Lower City live in the Warrens - an overcrowded network of underwater tunnels and lairs. Those few who form the upper class of the remaining Sahuagin live in the Kalamei Halls - a series of well-preserved ancient temples to Kalamah, where the Sahuagin elite hoard their knowledge.
    If the legends are true, there is another, even deeper area of the Lower City that few dare to mention. The tales say that if you know where to swim you can swim down beneath the city for miles upon miles, and never encounter the riverbed. The Depths form a bottomless morass where dark secrets await, and the remnants of Kalatress plot their vengeance upon the surface.

    There is a spell that is common in Akave that is not on the base list. Any class that can learn Water Breathing at 3rd level can also learn a spell called Aquatic Adaptation at 4th level. It has the same effect as Water Breathing (24h duration, targets up to 10 creatures, grants the ability to breathe underwater) except that it also grants a swim speed equal to your land speed and makes you completely amphibious for the duration. Castings of it are frequently sold (for around 500gp) to parties of nobles, adventurers or other well-to-do folks seeking to enter the Lower City for extended periods. Potions of it can also be bought for double the price of a Potion of Water Breathing (as the potion of water breathing, it lasts only 1h and affects only one creature). Both potions of water breathing and aquatic adaptation can be bought at 2/3 list price in Akavé.
    There are also other, cheaper ways to survive in the lower city - Lifeweed for instance, a reed that contains bubbles of air you can breathe through - but those spells are the easiest for non-aquatic creatures. Note that this campaign will require you to go into the lower city at times.

    Ever since Akavé was built over the ruins of Kalatress, it has been a place of mystery, magic and danger. The city's depths have never been fully catalogued, and new curiosities come to light every year - some harmless, some less so. The city established a strong tradition of cooperation with mercenaries and adventurers who would come to confront these challenges, seeking glory or coin. Around two hundred years ago, the beginnings of what is now called the Iron League were established - an association of mercenary companies, mages' guilds and criminal organizations that would offer their services to the city - for a price. The League still stands today, and is an integral part of the city.
    Major Factions:
    Red Veils: Mercenary group that worships the Red Lady. All wear red, and often veil their faces. Known for their skill - and also for their ruthlessness. Majority women (but certainly not exclusively).
    The Talons: Mercenary guild originally from Gol'Vhaath. Have a very unsavory reputation - but noone doubts their effectiveness.
    The Nhiss: Large criminal syndicate operating predominantly throughout the lower city and the east side. So long as they don’t interfere with the more affluent districts in the upper city and don’t call attention to themselves, the city’s elite often turns a blind eye to their activities. This is an unpopular policy with many of the nobility - especially those that want to crack down further on the Sahuagin.
    The Violet Eye: An organization of magisters and information brokers. Very interested in the ruins of the lower city.
    The Bloody Hand: Mercenary group composed predominantly of fighters from the Arena. Mostly orcs. Very insular, very violent. Looked down upon by other orcs in the city.
    Silver Shields: Originally a Tavoran knightly order. Now a more independent entity but still governed by many of the codes that bind the Tavoran knights.


    Working for the League can be extremely profitable - but it can also be extremely dangerous. The mysteries of the city are ancient and do not like to be disturbed. But even more dangerous than the jobs can be the employers. Akavé's noble class can be a mercurial lot, associated as they are with the primal elements of fire and air. Those they take a liking to they often reward outrageously handsomely, but they aren't known for being forgiving of failure...


  2. - Top - End - #2
    Troll in the Playground
     
    HalflingPirate

    Join Date
    Nov 2011

    Default Re: The Shattered Isles

    You have a nice bit of fluff here. Is there something that sets this campaign world apart? Like the dragons of Dragonlance, or the unique Underdark campaign? Or is this a standard world where Monster Manual encounters and Player's Handbook classes and races dominate?

    (Note: please don't assume any value judgement is implied. Sometimes campaigns spend too much effort on being different to no real effect, while some standard campaign worlds like Faerun or Oerth burn legends into the collective memory of gamers. My home campaign was generic, and for many years provided many weekends of fun. We also had a lot of fun in theme campaigns during the same time.)

    If I may offer my own opinions:

    The title implies more than three continents and a few islands between.
    I recommend further dividing the big islands to create archipelagoes of roughly the same overall size. Then give the various races the means to move about them via elven swan ships, orc slave galleys, human trading sloops, and the very rare dwarven airships, all under constant threat from the aquatic sehaugin who claim dominion over the seas. Since sea devils prefer the deeps and mariners prefer coastal routes, they only really conflict when the sehaugin are raiding for slaves and sacrifices.

    This, then, would form the theme of your campaign, where seamanship is as common a skill as riding skill is in the Forgotten Realms. Conquer the villains on your tiny home island, then move across the sea to bigger villains, acquire better ships, and eventually save the world.

    Now, feel free to be inspired by this, but do not take my post as criticism, but as my opinion. Dispose of properly.

  3. - Top - End - #3
    Pixie in the Playground
     
    DruidGuy

    Join Date
    Dec 2017

    Default Re: The Shattered Isles

    Hiya, I would love to join. Just replying here to be centralized.
    You have really fleshed out the world, looks amazing.

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