I run my 4E campaign on Monday and Wednesday evenings, for two different groups. The campaign is called "Iomandra and the Dragon Sea" ("Iomandra" for short), and I tried to incorporate as many of the core D&D conceits as possible. Here is some of the source material that I gave my players at the beginning of the campaign . . . Enjoy!
IOMANDRA AND THE DRAGON SEA⁚
The world of Iomandra is named after Io, the creator of dragons. The word “Iomandra” is Draconic; it means “Io’s trove” or “world of Io.”
According to legend, Io consorted with primordial beings to create Iomandra as a playground for dragons. Other gods flattered Io with praise for his design even as they were crafting worlds of their own, improving on his work. Io studied with envy the works of his divine peers, took note of the various humanoid races they’d created, and decided that his world needed such creatures to serve and amuse his dragons. Io negotiated with his fellow gods to bring humans, eladrin, elves, dwarves, halflings, and other races to the world—but none of them felt quite right to him. With the help of his children, Io crafted a humanoid race modeled after dragonkind and called them the dragonborn. The dragonborn were given every advantage, and with the help of the dragons they conquered and enslaved Iomandra’s other sentient humanoid races. The humans of Iomandra proved the most difficult to enslave; one kingdom in particular forged infernal pacts with devils in return for great power, thus birthing the tiefling race. However, even such desperate measures could not protect them from the awesome might of the dragonborn and their dragon masters. Their empires stretched across the vast continents of the world.
The covetous dragonborn empires eventually turned on one another. Petty rivalries and territorial disputes led to wars and horrible bloodshed. At the same time, slave revolts threatened to break the dynasties’ hold over the “lesser” races of Iomandra. To maintain order and restore paradise, Io sent his godling children to rule the great continents on his behalf, but they too became corrupt and tried to usurp each other’s power. Three of Io’s children perished in this world-shaking feud. Furious, Io recalled to the heavens his two surviving children—Bahamut and Tiamat—and unleashed a maelstrom that would sink the continents of Iomandra beneath the sea. Not everything was destroyed, however. In defiance of their father, Bahamut and Tiamat intervened and prevented the lands from sinking completely. Their intervention created islands around the globe where the world’s remaining inhabitants could survive and prosper. Moved by his children’s demonstration of unity, Io left the world in their custody. However, Bahamut and Tiamat would never again see eye to eye, and to this day, each seeks to break the other’s influence.
Iomandra of the “modern day” is a watery world peppered with islands of every size and ecosystem. Some of these islands are hundreds of miles across; others are barely large enough to support a single structure. Trade links many of the “civilized” islands, but countless more have yet to be explored. Beneath the waves lie the remnants of ancient, sunken empires and the treasures of the ages.
In this, the modern day, scores of vessels ply the Dragon Sea. They include heavily laden merchant ships, well-armed warships, swift privateer vessels, and fleets of marauding pirates. An intricate net of trade routes link the civilized islands, and ships that stray from these routes do so at their own risk. The only surviving nation of consequence is Arkhosia, ruled by a decadent and corrupt dragonborn dynasty that reveres Bahamut and Tiamat, fears Io’s wrath, and regards true dragons as divine exarchs.
The humans, elves, dwarves, halflings, tieflings, and other “civilized races” that inhabit Iomandra are no longer bound by draconic law. Having long since freed themselves from the bonds of slavery, they have charted their own destinies and spread across the world. These descendants of the ancient slave races bear no animosity to modern-day dragonborn, most of whom regard slavery as abhorrent under the teachings of Bahamut. Ever since Emperor Azunkhan III of the Dragovar openly professed his belief in “other gods,” these civilized races have expanded the pantheon of true gods to include such reverent figures as Erathis (goddess of civilization) and Melora (goddess of the sea).
THE DRACONIC ISLESThe Draconic Isles is the singular name given to the thousands of islands that dot the surface of Iomandra. And they are called the Draconic Isles for good reason.
By ancient law, all land belongs to the scions of Io—the true dragons. This was true when Iomandra had vast continents; it is still true now. When a dragon reaches adult age, it is expected to leave its nest and claim an island of its own. A weak dragon might find a small, uncontested island to rule. An elder dragon or ancient wyrm will seek to rule the largest island it can find, preferably one with abundant food supplies. Not every island of Iomandra has a dragon overlord. Some islands are simply too small or wretched. Others are hotly contested. Others still haven’t been claimed because no dragon has found them yet.
When a dragon takes ownership of an island, it expects all of the island’s other inhabitants to pay it tribute. Those who do not comply are devoured or driven off. Most sensible creatures acknowledge the dragon’s status and may even stand to benefit from the dragon’s protection (depending on its disposition). An island always adopts the name of the dragon that lives there; when a dragon overlord changes, so too does the island’s name . . . much to the chagrin of the world’s foremost cartographers.
Nothing is more precious to a dragon than its island dominion. A dragon that cannot find an island to rule will do anything to wrest control of one. Dragons who rule islands must therefore be wary of rivals. Their lairs are often trapped or guarded, and they are smart enough to use minions or adventurers to eliminate likely challengers.
It’s worth noting that over the course of history, many influential dragonborn warlords and emperors have claimed to be scions of Io, but the true dragons of the world have never acknowledged such claims. In one notable case, an ancient gold dragon named Mazuzura openly refuted such a bold claim made by Emperor Azunkhan V of the Dragovar by attacking his palace in broad daylight and devouring him. Today, the Dragovar Dynasty spans dozens of major islands, all with powerful dragon overlords. These mighty dragons horribly tax the coffers of the Dragovar, but they also provide the greatest protection that gold can buy.
ARKHOSIAArkhosia was once the name of Iomandra’s largest continent. All that remains of Arkhosia today is a vast chain of mostly populated islands under the control of the Dragovar dynasty. There aren’t enough Dragovar soldiers or warships to protect all of the nation’s islands, and many of the outlying islands are left to fend for themselves.
The surviving nation of Arkhosia is home to many races, not just the dragonborn. These races strive to coexist peacefully under difficult circumstances. Arkhosian settlements are often crowded and cramped because of the limited land. As a point of fact, all Arkhosian land belongs to the Dragovar royal family, and the standard punishment for anyone who breaks the law or defies a royal decree is torture, branding, and exile. Exiled citizens are forbidden to set foot on Arkhosian soil, on penalty of death.
The royal family appoints magistrates to govern their islands—one magistrate per island. Magistrates serve for life, and magistrates who perform their duties poorly often meet a terrible end. A magistrate is responsible for enforcing imperial law, keeping an accurate census, paying off the island’s dragon overlord, taxing the locals, and ensuring that tax money is delivered safely to the royal coffers in the Dragovar capital of Io’calioth. Because Dragovar soldiers are spread so thin, magistrates often resort to using mercenaries and cutthroats to fulfill their obligations to the imperial throne.
Dragonborn CastesA dragonborn citizen of Arkhosia is born into one of six castes: noble, divine, martial, arcane, expert, or commoner. A seventh caste—the slave caste—was officially abolished in 345 DY. A dragonborn can petition to join another caste, but it’s expensive (5,000 gp) and requires the written approval of an imperial vizier or magistrate. Each caste is described below:
Noble Caste: Dragonborn of the noble caste enjoy great privilege and prestige, and they are allowed to stay with their families and retain their family names. Dragonborn nobles live in luxury, leaving the day-to-day chores and business to others. A few ambitious nobles become politicians, magistrates, or viziers.
Divine Caste: Dragonborn of the divine caste are taken from their homes at age 3, raised by priests in a temple chosen by their parents, and forbidden to keep their family names. The temples of Bahamut and Tiamat are strongly favored, although the churches of Bane, Erathis, Pelor, and Melora are growing in favor and popularity. Before becoming a cleric, a dragonborn must pass a test of devotion, as determined by the high priest of the temple.
Martial Caste: Initiates of the martial caste are taken from their homes at age 3, stripped of their family names, and subjected to twelve years of basic martial training followed by three years of gladiator training. Many dragonborn do not survive the training, let alone the gladiatorial trials-by-combat. Those who survive become soldiers of the Arkhosian empire.
Arcane Caste: Dragonborn of the arcane caste are separated from their families at age 3, stripped of their family names, and assigned to Arkhosian mages as pupils. After several years of study and magical testing, they become apprentices. The exact number of years depends on the ability of the individual, but the average period of study is twelve years. Apprentices are pitted against one another in arcane duels; those who prevail become wizards, warlocks, and sorcerers in the service of the empire.
Expert Caste: Members of the expert caste are taken from their homes at age 3 and assigned to master artisans as resident apprentices. During their apprenticeship, they are not denied access to their families or stripped of their family names. After twelve years of study and service, if they receive their master’s blessing, they are entitled to pursue their skill independently and take on apprentices of their own. A dragonborn of the expert caste who fails her master may pursue another profession, but the investment of time is the same.
Commoner Caste: Commoners are not entitled to special training and cannot become soldiers, spellcasters, or artisans. Their options are usually limited to family-run businesses and menial labor.
THE EYE OF IODespite its vastness, the Dragon Sea is surprisingly calm. Storms happen rarely, ensuring safe travel from island to island even across great distances. However, that is not true for all parts of the world. Swirling about the southern pole is a roiling storm held in check by the Thunder Lords (see Power Groups). The storm is called the Eye of Io, and it measures nearly one thousand miles in diameter. Some say the Eye of Io is a vestige of the ancient storm that sank the continents of Iomandra tens of thousands of years ago. Whatever the truth, only magically warded ships can enter the Eye safely, and even then, the Thunder Lords are just as likely to smash a ship to smithereens as brook intrusion into their tempestuous domain. It is also believed that the Eye of Io is a gateway to a distant plane called the Elemental Chaos, but any captain wishing to cross over must pay a king’s ransom in tribute to the Thunder Lords.
THE FROSTFELLThe north pole of Iomandra is covered by a glacial mass that one might mistake for a true continent. This great icy wasteland is called the Frostfell. Rocky islands protrude from the thick sheets of ice here and there, but the land is frigid and inhospitable. White dragons and other cold-dwelling creatures lair in caves carved out of the rock and ice, and many ships have been lost exploring the Frostfell for secrets of the ancient dragon dynasties. Seafaring explorers are also drawn to the Frostfell by ageless rumors of a great caldera hiding an obsidian palace-fortress with the spoils of a thousand dragons locked in its vaults.
THE BLACK CURTAINA ship that travels west or east eventually comes to the Black Curtain, a miles-high barrier of dark mist that stretches across the horizon and envelops the world like a death shroud. Ships can’t sail around the Black Curtain without coming into contact with the Frostfell to the north or the Eye of Io to the south.
Within the Black Curtain, vision (including darkvision) is limited to a few feet. This alone is enough to discourage timid seafarers, but some believe that the Black Curtain isn’t boundless—that it hides idyllic lands untouched by the wrath of Io. Many hopeful explorers have passed through the Black Curtain, hoping to come out the other side and see a vast, unclaimed paradise. None of them have ever returned.
The Black Curtain hasn’t always existed; it came into being some years after Io sank the continents, but its origin is unknown. It had already grown quite immense by the time the Arkhosian dynasties recovered from the worldwide devastation. Perhaps the most troubling thing about the Black Curtain is that it seems to be closing in. Islands on the edge of the black mist are gradually being swallowed up. It may take years, but the Black Curtain will eventually engulf the entire world. Consequently, many learned scholars have dedicated their lives to solving the mystery of this sinister phenomenon.
THE BARONIES OF BAEL NERATHThe human empire of Bael Nerath crumbled when the continents of Iomandra sank into the Dragon Sea. The survivors lingered on the few remaining bits of land until the dragonborn dynasties swept in, “rescued” them, and took them as slaves. The descendants of Bael Nerath, freed from slavery, made a half-hearted attempt to rebuild their empire. They raised colonies on nine islands, which necessitated a pooling of resources. To ensure a fair exchange of goods, the islands formed the Trade Council, with one representative from each island. Unfortunately, human greed reared its ugly head, and the Trade Council became mired in corruption as its members took to calling themselves barons and formed secret alliances. Accusations of foul play and favoritism shattered all attempts to unite Bael Nerath, and today the islands are ruled by nine selfish barons who simultaneously oppose and rely on one another.
Two of the baronies—Ravan and Vhessek—have dragon overlords and are thus named after them. Baron Mystrum welcomed the iron dragon Ravan with open arms, and the two have struck an accord. Vhessek the black dragon is a savage tyrant, and many of the human inhabitants of Vhessek’s island have been devoured or driven off, while Baron von Ezengart remains as a puppet leader to discourage others from leaving. Dragons periodically accost the other seven islands of Bael Nerath, but to date the baronies have managed to drive them off or slay them (often with the help of adventurers).
BaelcrestBaron: Elidyr Xandros VI
Symbol: Crown
Capital: Nerathor (pop. 12,200)
ClovencragBaron: Steven Blacksword
Symbol: Black blade
Capital: Rockshoal (pop. 4,900)
GrekkenharBaron: Mariekus Corynnar
Symbol: Rook
Capital: Shallowreef (pop. 7,500)
HullroostBaron: Elythea von Aress
Symbol: Crab
Capital: Nerath’s Hope (pop. 4,000)
MarckwildBaron: Yorgen Krell
Symbol: Feather
Capital: Dragonfall (pop. 6,100)
RavanBaron: Kharl Mystrum III
Symbol: Iron spike
Capital: Scalabar (pop. 4,500)
StormhavenBaron: Tagon Archwind
Symbol: Seahorse
Capital: Highpoint (pop. 6,400)
VhessekBaron: Jerek von Ezengart
Symbol: Carp
Capital: Brightshore (pop. 500)
WhitestagBaron: Sathima Shadowgray
Symbol: White stag
Capital: E’erwatch (pop. 9,500)
BAEL TURATHTo save itself from the tyranny of the dragonborn dynasties, the human empire of Bael Turath forged dark pacts with infernal powers, giving rise to tieflings. Flush with newfound might, Bael Turath openly defied the dragonborn and their dragon overlords, calling down hellfire, curses, and eldritch power to scour their enemies. Although it wiped out entire dragonborn dynasties and slew countless dragons, Bael Turath eventually fell to the sheer might of Arkhosia. Bael Turath’s cities fell into ruin, its few surviving noble houses bound, weeping and cursing, into slavery.
When the continents sank into the Dragon Sea, nearly all of Bael Turath was submerged. A few ruins remain above sea level, tempting explorers. Even though centuries have passed and most of Bael Turath has been lost, the Deeplantern Guild and many others are drawn to the sunken empire by rumors of precious relics lost in the depths. Some seek a greater—and far more dangerous—prize within the sunken capital: a temple wherein lie the original pacts that transformed the devil-conspiring humans into tieflings and gave rise to the dark empire of Bael Turath. Mad prophets claim that a new emperor will arise among the tieflings, claim this ancient magic, and build a new empire to rival Bael Turath’s glory and splendor.
CENDRIANEThe ancient dragonborn dynasties apparently had no interest in exploring and conquering other planes of existence. Consequently, when the beautiful eladrin kingdom of Cendriane was threatened with annihilation by dragonborn armies, its leaders evoked powerful rituals in a desperate attempt to shift the entire kingdom into a twilight reflection of Iomandra called the Feywild. Although the eladrin mastery of arcane magic was unrivaled, their rituals failed. Cendriane’s transposition into the Feywild shook the kingdom to its foundations. All of the magic in the world couldn’t keep its towers and walls from crumbling into ruin, and few eladrin survived the calamity. The survivors remained in the Feywild and began the long process of rebuilding Cendriane’s capital of Amethystra. These eladrin cloaked the crystalline city using the magic of the Feywild, hoping that intruders from Iomandra would have a difficult time locating it.
Roughly two centuries ago, eladrin spies returned to Iomandra to observe the changes there. They were shocked to discover that most of its lands had sunk beneath the sea and that the dragonborn dynasties of old were no longer a threat. A few families of eladrin have since rejoined the people of Iomandra, but they guard well the secrets of their new homeland for fear that knowledge of the Feywild’s abundant land might spur others to invade it.
GAR MORRAWhen the continents of Iomandra sank into the Dragon Sea, more than three-quarters of the dwarven kingdom of Gar Morra suddenly found itself underwater. The great mountains of Gar Morra now form rocky islands riddled with caves.
Freed from the tyranny of the dragonborn dynasties, the dwarves of Gar Morra returned to their ancestral kingdom to rebuild their strongholds, only to discover their islands overrun with orcs. For centuries now, the dwarves have been warring with these orcs, pushing them deeper down into the mountains. In the process, they’ve discovered large air pockets — vast cavern labyrinths filled with monsters far worse than orcs. The dwarves refer to this sprawling network of caverns as the Hollowdark (see below), and they would like nothing more than to rebuild their great kingdom in its protective depths.
In addition to rebuilding Gar Morra, the dwarves want to recuperate their lost wealth. Beneath the Dragon Sea lie the ruins of dwarf kingdoms and warded vaults filled with gold and other treasure that the dwarves aren’t willing to abandon. Consequently, the dwarves of Gar Morra are anxiously launching expeditions to these ancient sites to recover what they can.
SANGHORKnown as the Kingdom of Blood, the goblin nation of Sanghor has been destroyed and reborn countless times. Today Sanghor is little more than a scattering of rocky islands hewn into hideous fortresses. The goblins that infest these evil bastions worship Tiamat, and each tribe is ruled by a wyrmlord (usually either a hobgoblin or bugbear warlord). From time to time, a particularly powerful wyrmlord rises to unite the goblin tribes under a single banner with one purpose in mind: to slay the Dark Queen’s enemies and harvest their blood.
The goblins of Sanghor frequently ride dragons into battle. Tribal warpriests tend to the dragon hatcheries and raise the newly hatched wyrmlings so that they’re willing and eager to serve as mounts. These goblin warpriests feed the dragons a steady diet of meat and blood so that they remain devoted to the tribe and their Dark Queen.
Sanghor is also home to evil dragonborn who follow the teachings of Tiamat. Most of these dragonborn are Dragovar agents who seek to rekindle the glory of the ancient dynasties by enslaving all non-dragonborn races and seizing their lands.
THE DEMONMAW SARGASSODue west of ancient Bael Nerath and the islands of Arkhosia lies a vast stretch of the Dragon Sea called the Demonmaw Sargasso. The perimeter of the sargasso is so shallow that sailors can see the black coral that covers the sea floor. After a few miles, these shallows give way as the sea floor plunges into an inky abyss, where the waters are eerily calm. A lucky ship can use oars to cross the sargasso without incident. An unlucky ship finds itself inexorably drawn to a location where the watery horizon dips menacingly into a briny vortex. By the time one sees the vortex, it’s already too late: The hungry Demonmaw pulls the vessel down into its black depths, never to be seen again.
THE HOLLOWDARKThe Hollowdark is the name given to the subterranean realms of Iomandra, many of which flooded or collapsed when the continents sank thousands of years ago. What’s left of the Hollowdark can be reached via remote caves scattered on islands all across the Dragon Sea. Few surface dwellers have any clue what Hollowdark denizens may have survived the ancient calamity, and most don’t wish to find out. Consequently, known entrances to the Hollowdark are generally avoided.
POWER GROUPS
The following empires and organizations figure prominently in the world.
THE DRAGOVAR DYNASTYIomandra has seen many empires rise and fall. The only one surviving to the present day is the Dragovar dynasty, a relatively young dragonborn empire with a rich history punctuated by periods of brutal tyranny and treachery. The Dragovar dynasty arose out of the marriage of two ancient rivals—the Arkhoran and the Myrthok. Neither dynasty proposed this alliance through marriage. It was imposed upon them by dragon prophets who believed that the union of these two enemies would put an end to their history of warmongering, ushering in a new era of peace. Instead, it led to a seething age of political backstabbing.
The Dragovar are the sworn servitors of Io and dragonkind. They are primarily dragonborn who worship Io’s surviving children, the godlings Bahamut and Tiamat. This decadent, tarnished empire conquered and annexed its rivals long ago, but many citizens fear for its future. Corruption plagues the government, disputes are still resolved by gladiatorial combat, and ancient Arkhoran–Myrthok blood feuds persist to this day. The current emperor is Azunkhan IX (a.k.a. Azunkhan the Seeker). His Exalted Highness would rather explore the Dragon Sea than sit on his throne in Io’calioth, which leaves his unscrupulous sister, Kalavai, to rule in his absence. The royal siblings are served by a coterie of bickering Grand Viziers and Viziers and defended by an honor guard of Arkhoran and Myrthok death knights who have served the imperial family since the dynasty’s founding.
Dragovar citizens pay tribute to the dragon overlords that rule their islands. These dragons do not answer to the emperor, and they are not bound by imperial law. They do as they please, although many of them are quite old and content to sleep for months on end.
For the first 257 years of its existence, the Dragovar dynasty supported slavery. Imperial law made it legal for dragonborn citizens to capture, keep, and sell slaves of other races. In 345 DY, Azunkhan III (a.k.a. Azunkhan the Mad) declared an end to slavery. He also gave credence to his former slaves’ claims that there were more gods in the heavens than Bahamut and Tiamat, and he legitimized the churches of Corellon, Erathis, Melora, Moradin, Vecna, Zehir, and numerous other deities. Following a deluge of revolutionary proclamations and civic upheaval, the emperor’s corrupt viziers brutally assassinated Azunkhan III in 348 DY and installed his estranged son, Azunkhan IV (a.k.a. Azunkhan the Usurper), as the new emperor. Since then, leadership of the Dragovar dynasty has passed from father to son in the traditional fashion. The current emperor has no legitimate heirs, fueling concerns that the last dragonborn dynasty is nearing its end.
Emperors of the Dragovar Dynasty
1–155 DY Azunkhan I (the Great)
155–257 DY Azunkhan II (the Ravager)
257–348 DY Azunkhan III (the Mad)
348–499 DY Azunkhan IV (the Usurper)
499–753 DY Azunkhan V (the Conqueror)
753–901 DY Azunkhan VI (the Dragonking)
901–1138 DY Azunkhan VII (the Prophet)
1138–1345 DY Azunkhan VIII (the Wise)
1345–1474 DY Azunkhan IX (the Seeker)
Io’calioth (City of Jewels)Referred to as the City of Jewels or the City of Corruption (depending on one’s point of view), Io’calioth is the last of the great draconic fortress-cities, as well as the home of Emperor Azunkhan IX. The crescent-shaped island upon which the city is built is actually a flooded caldera with buildings built into the inside walls and floating citadels suspended by magic above it. The city’s great harbor lies within the sunken caldera itself and is accessible through a narrow fissure in the caldera’s western wall.
Ancient warships defend the city of Io’calioth from sea-dwelling threats. The imperial fleet also ensures that conflicts among the Sea Kings (see below) don’t hinder trade vessels entering and leaving the harbor.
Io’galaroth (City of Caves)The island of Castanamir is home to a city built inside an underground labyrinth of basalt grottos. The city is almost entirely subterranean except for some gigantic fumaroles that break the island’s surface and allow light to filter into the city streets. Io’galaroth is a grim place, but nearly anything can be bought or sold here. The gold dragon Castanamir is known to wander the city disguised in humanoid form; visitors would be wise to speak well of him.
Io’galaroth boasts an impressive harbor, as well as shipbuilding facilities. Dragovar warships protect the harbor and keep a watchful eye on the neighboring island of Mheletros, carved into which is the haunting fortress-prison of Zardkarath. The adamantine dragon Mheletros lives somewhere deep inside the fortress and has been known to eat prisoners who misbehave.
Io’zargoth (City of Fear)This shattered stronghold of the Dragovar is now a haunted, ruin-covered island ruled by the dracolich overlord Tao Feng. The dracolich can sense the presence of living creatures within several leagues of the island and delights in slaying all living souls who traverse its domain.
THE SEA KINGSThe Sea Kings are a group of independent warlords who govern trade on the Dragon Sea. Each Sea King commands his or her private armada of ships. Some Sea Kings are legitimate traders and merchants; others are privateers, freebooters, and bounty hunters in the service of the Dragovar. The rest are self-employed explorers, slavers, or pirates.
Thirty-three Sea Kings currently ply the waves, and their goals seldom align. Bitter rivalries among the Sea Kings have been known to escalate into major conflicts on the high seas, impacting trade across the entire world. That said, the Sea Kings of the modern day are somewhat more civilized than their barbaric predecessors. When faced with a common threat, they can present a unified front—at least for a short time. The Sea Kings convene regularly at the city-fortress of Krakenholt to discuss business and various sundry “opportunities.” Even then, such gatherings are usually attended by no more than a dozen Sea Kings. The rest simply can’t be bothered, either because they are at odds or have more pressing business half way around the world.
Very few Sea Kings are willing to swear fealty to the Dragovar of Arkhosia, either because the empire is too corrupt to be trusted or because they believe the empire’s demise is inevitable. Like vultures, they wait to feast on the Dragovar’s succulent, proverbial carcass.
Any sea captain who pledges allegiance to a Sea King gains the instant benefit of a powerful ally as well as some measure of protection against pirates and other threats (provided her ship flies the Sea King’s flag). Unaligned sea captains must often bribe the Sea Kings to safely traverse the seas, lest they be attacked, boarded, pillaged, and sunk.
Most commoners can name upwards of nine Sea Kings based solely on tales recounted in local taverns. Very few people know the names of all thirty-three Sea Kings (save the Sea Kings themselves). The following Sea Kings are among the most prolific:
Sea King Valkroi (Mykel Valkroi): A fair but brutal Sea King endorsed by the Thunder Lords, Valkroi claims to have sailed his flagship to the Elemental Chaos and back.
Sea King Senestrago (Evan Senestrago): Valkroi’s ambitious rival and former shipmate, now a Sea King with one of the largest fleets on the Dragon Sea.
Sea King Kalas (Lorelei Kalas): Also known as the Black Wren of the Kalas, “Lady Lorelei” is good to the captains that serve her loyally and positively vicious to those who cross her.
Sea King Trystoval (Xelior Trystoval): Rivals claim to have killed this half-elf Sea King in battle, yet he lives. With every “death,” he seems to gain more power and influence.
Sea King Deepstaff (Rhone Orlak): The self-proclaimed “wizard of the waves,” Sea King Deepstaff has arguably the fastest fleet on the high seas. His “flagship” isn’t a ship at all, but a floating tower that skims across the surface of the Dragon Sea.
Sea King Firerazor (true name unknown): A charismatic dragonborn exile who fights honorably and proudly, Firerazor has no love for the Dragovar dynasty. His flagship, the
Inferno, is considered the most heavily armed and armored ship on the Dragon Sea, capable of sinking entire armadas by itself.
Sea King Mithralstar (Verdigris Mithralstar): An intrepid, swashbuckling dwarf with expensive tastes and vast troves of hidden wealth, Sea King Mithralstar carries a magic horn that summons a terrible sea dragon when blown.
Sea King Eelbeard (Dargus Gragnar): “Eelbeard” is a disgustingly fat, foul-mouthed dwarf with few redeeming qualities other than his appreciation for expensive ale. He’s one of the few Sea Kings who seems at all eager to do business with the Dragovar.
Sea King Zekh’r (Ediv Zekh’r): Zekh’r is a vicious pirate with the uncanny gift of second sight. Many other Sea Kings consider him the bane of their existence, but he always seems to get the better of them. Sea King Mithralstar has an standing bounty on Zekh’r’s head that increases with each passing month.
KrakenholtThe island fortress-town of Krakenholt is where the Sea Kings conduct business and unite against common threats. Some of the more unscrupulous Sea Kings also hide slaves in Krakenholt’s dungeon, counting on the town’s defenses to safeguard their “property.”
AnchordownAnchordown is one of the largest “raft towns” on the Dragon Sea, with a population of over 800 people. In lieu of islands to colonize, the people of Iomandra hit upon the idea of building mobile settlements atop large, interwoven rafts. These floating towns can be taken apart and relocated as needs arise.
Anchordown hasn’t moved in over fifty years, and its rafts are so decrepit and its buildings so ramshackle that the town would likely fall apart if any attempt were made to dismantle it. Like many raft towns, it is overrun with exiles, pirates, and other shady characters wanted by Arkhosian authorities.
The FathomreaverThis legendary cutlass, lost in the Battle of the Roiling Cauldron (1455 DY), is thought to be a gift to the Sea Kings from the goddess Melora herself, granting its wielder command of the ocean. The blade was last held by Sea King Draeken Malios and is sought by every reigning Sea King worth his salt. As a symbol, the Fathomreaver could unite the Sea Kings under one flag if its wielder were powerful enough.
Wail of the BansheeThe Banshee is a ghost ship commanded by the revenant Gareth Narborel. Captain Narborel sails his haunted vessel back and forth between the Shadowfell and the Dragon Sea, or so the legends say. According to legend, Narborel has an agreement with the Raven Queen (goddess of death) that allows him to “salvage” souls lost at sea and return them to the land of the living. Why he would do such a thing is anyone’s guess.
THE KNIGHTS OF ARDYNArdyn is a silver dragon that seeks to destroy the Dragovar dynasty. She has nothing against dragonborn, but she believes wholeheartedly that the Dragovar bloodline and the Grand Viziers have forsaken Bahamut and become corrupt beyond salvation. Ardyn seeks to depose the tyrannical monarchy, and this desire makes her very popular with enemies of the royal bloodline. She is served by scores of loyal knights from all walks of life. These Knights of Ardyn are always on the lookout for others who share their aims, but for the moment there are too few of them to challenge the Dragovar openly.
The Dragovar want to crush Ardyn’s knighthood but cannot act against Ardyn directly because she’s a true dragon. Her knights, however, are fair game.
ArdynriseArdynrise is the name of Ardyn’s secret refuge. Here she meets with her knights to plot the downfall of the Dragovar dynasty. The location of Ardynrise is the most closely guarded secret of the knighthood, and getting there is difficult to say the least. High-ranking knights carry a magical talisman that enables Ardyn to summon them when she seeks their counsel; this is the only way by which a knight may enter her secret refuge.
THE DEEPLANTERN GUILDThe Deeplantern Guild was founded ten years ago by a band of human and halfling entrepreneurs who realized the vast spoils that wait to be discovered at the bottom of the Dragon Sea. The Deeplanterns plan extensive forays into the lost ruins of sunken empires. They also keep a sizable percentage of what they find, which enables them to fund future expeditions without the need to rely on benefactors. The Deeplantern Guild can also be hired to find anything that’s been lost at sea, including sunken ships and precious cargo.
The guild has representatives in every city and raft-town, and they’re always looking for new members. Members are required to deal honestly and maintain an adventurous spirit. Members of the guild also enjoy several perks, including sea-travel discounts and free access to water breathing magic.
THE THUNDER LORDSThe Thunder Lords are a group of storm titans that inhabit the titanic maelstrom known as the Eye of Io (see above). These tempestuous giants have the power to unleash the Eye of Io upon the world, and so the Sea Kings pay them tribute to keep the great storm “trapped” above the southern pole.
It is rumored that the Thunder Lords serve a powerful being or force of nature called the Harridan. Whether they serve the Harridan out of fear or respect is unknown. Scholars speculate that the Harridan might be an exarch of the goddess Melora, a monstrous kraken or leviathan that stirs the sea beneath the storm, or a forsaken sibling of Bahamut and Tiamat.
WITCHES OF THE WEIRDThe Witches of the Weird, sometimes called mind mages, are githyanki spellcasters who wield psionic power. They are gaunt, human-like beings with sunken black eyes, ornate apparel, and dour dispositions. Their mastery of the weird allows them to influence the minds of others, from the lowliest servant to the mightiest emperor. The Witches of the Weird form a tightly knit covenant whose true agenda remains a mystery. However, it is believed that the Witches came to Iomandra many years ago aboard ships that crossed over from the Astral Sea. Their ships are swift, peculiar in design, and defended by similarly gaunt knights clad in baroque armor and wielding weird blades (mercurial swords formed out of psionic energy).
The Grand Viziers of the Dragovar dynasty employ Witches of the Weird as advisors and also use them to scour Dragovar communities for spies, traitors, and would-be royal assassins. However, many citizens fear that the witches have a hold over the Grand Viziers and are manipulating them for some ill purpose.
MragvarThe Witches of the Weird claim the island of Mragvar as their refuge—a place where they can gather in secret and share information. Jagged rocks and sheer black cliffs discourage seafaring vessels from landing on its shores, but the northeastern face of Mragvar is split by a tall, narrow canyon that leads to a cove deep within the island’s interior. Within this cove the Witches of the Weird hide their fleet of Astral ships.
THE CHURCHESAll of the core deities described in the
Player’s Handbook are worshiped on Iomandra.
CHARACTER RACES
For your character, you may choose any race from the
Player’s Handbook. This section gives you some character hooks based on the race you select.
DRAGONBORNSee also: Arkhosia, The Dragovar Dynasty.
To a great extent, events on Iomandra seem to revolve around the affairs of dragonborn. They rule the greatest empire—albeit a fading one—and have a difficult road ahead. If you play a dragonborn, here are some things to remember:
• You are probably a citizen of the Dragovar. If you are not a citizen of the Dragovar, you are an exile.
• Dragonborn citizens who belong to the arcane, divine, or martial castes (i.e., belong to a class tied to any one of these power sources) have no last names and no family ties.
• From what you know of Emperor Azunkhan IX, he’s not an evil tyrant. That said, he’s never won the hearts of the dragonborn people—no great victories in battle, no groundbreaking legislation, nothing.
• As a dragonborn adventurer, you can try to save the Dragovar dynasty from a slow death, supplant the corrupt monarchy, lead the dragonborn nation of Arkhosia to some heretofore unknown destiny, join the Knights of Ardyn, spread faith in Bahamut, or crush the evil forces of Tiamat.
DWARVESSee also: Gar Morra.
Thousands of years ago, the dwarves were slaves of the dragonborn. When Io submerged the continents of the world, the dwarves led a massive uprising against their dragonborn oppressors and won their freedom. Their joy was short-lived, however, as they returned to their ancestral homelands to find all but one of their kingdoms wiped out. Some dwarves have committed themselves to rebuilding Gar Morra, but most dwarves are scattered across the Dragon Sea, living among the humans, halflings, elves, and others. If you play a dwarf, here are some things to remember:
• Dwarves have long memories and haven’t quite forgiven the dragonborn, but they’re trying.
• Status within dwarven society is based on wealth; the rich lead, and the poor follow.
• Dwarves are elemental souls with as much fondness for the open sea as the land.
• As a dwarf adventurer, you can search for the glory that comes only from wealth, help your people rebuild the kingdom of Gar Morra, build your own ship in the name of Moradin, forge new relations with the dragonborn, explore the mysteries of the Hollowdark, or slay the orcs who murdered your kin.
ELADRINSee also: Cendriane.
The eladrin fled to the Feywild to escape slavery. However, many eladrin died when their rituals failed to transport the kingdom of Cendriane safely to the fey realm. Over the millennia, the eladrin have rebuilt their kingdom and mastered arcane magic. Two hundred years ago, eladrin began returning to Iomandra in small numbers, hoping to re-establish links to their past. If you play an eladrin, here are some things to remember:
• You were born and raised on Iomandra. You’ve never been to the Feywild.
• You know that most eladrin and a few elves reside in the Feywild.
• The Feywild is a reflection of Iomandra before its continents sank into the sea. Consequently, land there is bountiful. Sharing this knowledge with the more expansionist nations of Iomandra would almost certainly lead to an invasion of the Feywild.
• As an eladrin adventurer, you can choose to explore Iomandra for lost eladrin who know nothing about the Feywild, quell threats of a Feywild invasion, establish an eladrin power base on Iomandra, search for allies among the elves, or unearth arcane lore lost since the sinking of the continents.
ELVESThousands of years ago, when Io sank the continents of Iomandra to punish his children, the elves were forced to leave their primeval forests and flee to high ground. They sought sanctuary in dwarf mountain strongholds and elevated human settlements. Present-day elves are scattered across the Dragon Sea, sharing the remaining land with their human and halfling neighbors, inhabiting forests wherever they are found, and seeding new ones. If you play an elf, here are some things to bear in mind:
• Present-day elves have no kingdoms or nations. They are geographically tied to humans and frequently breed with them, creating half-elves.
• You were probably born and raised on islands inhabited by humans, dwarves, and other races.
• You know that elves and eladrin are closely related. You have heard of a distant place called the Feywild, where the eladrin fled (along with a few elves) to escape the ancient dragonborn empires.
• As an elf adventurer, you can seek to learn more about the Feywild, search for clues about the elven kingdoms of the past, protect the remaining forests of Iomandra, or slaughter every last goblin in the Kingdom of Blood (see Sanghor).
HALF-ELVESSee also: The Baronies of Bael Nerath
The half-elves of Iomandra are not a true-breeding race. They are, in fact, the offspring of elf and human parents. Consequently, they do not have a nation of their own but co-exist with elves and humans on many different islands across the Dragon Sea. If you play a half-elf, here are some things to bear in mind:
• You were born out of the union of an elf and a human.
• You may have been born in one of the baronies of Bael Nerath.
• As a half-elf adventurer, you can seek to become an island magistrate, unite the feuding baronies of Bael Nerath, save the Dragovar dynasty from the corruption consuming it, amass sufficient treasure to buy a ship, become a Sea King, avenge a slain parent, find a missing parent, or search the ruins of ancient human and elven kingdoms for lost relics tied your diverse heritage.
HALFLINGSIn ancient times, the halflings of Iomandra were nomadic river-folk. They plied the rivers between the elf, dwarf, and human nations, trading goods and information. Like many races, they were conquered and enslaved by the dragonborn until they finally won their freedom. Then the continents sank, and the halflings traded their riverboats for larger seafaring vessels. Although some halflings have settled on island shores, a great many ply the Dragon Sea, trading goods and information as their ancestors did millennia ago. If you play a halfling, here are some things to remember:
• You bear dragonborn no ill will for the crimes of the distant past. All of that is best forgotten.
• You are probably the most likeable and adaptable person you know.
• Humans would be dangerous if they didn’t bicker and complain so much.
• As a halfling adventurer, you can join the Deeplantern Guild, amass sufficient treasure to buy a ship, chart the rivers of the Hollowdark, explore new islands, draw the most complete map of Iomandra the world has ever seen, or lift the spirits of your adventurous colleagues.
HUMANSSee also: The Baronies of Bael Nerath
Arguably the most territorial and pernicious race, humans are masters of their own destinies. Still, many of them feel they deserve better. Once slaves of the ancient dragonborn dynasties, humans won their freedom after considerable bloodshed, only to have their nations and kingdoms wiped away by the cataclysm that sank the continents. Since then, they’ve been colonizing as much of the remaining land as they can, hoping to one day become as powerful as the empires of old. Many humans hail from the shattered baronies of Bael Nerath, but they are found the world over in surprising numbers. If you play a human, here are some things to remember:
• Humans get along well with all the other races, including tieflings and dragonborn.
• Humans do not hold the greatest power in Iomandra right now.
• There’s a good chance that you’re the descendant of a great explorer or champion.
• As a human adventurer, you can seek to become an island magistrate or baron, the ruler of the unified kingdom of Bael Nerath, a legendary dragon-slayer, a ship captain, a Sea King with command of an armada, a high-ranking member of the Deeplantern Guild, a noble Knight of Ardyn, a wizard with the power to raise continents, or the leader of an influential guild or religious order.
TIEFLINGSSee also: Bael Turath
Like the eladrin, the humans of Bael Turath took desperate measures to escape the tyranny of the ancient dragonborn dynasties. Unlike the eladrin, however, they chose confrontation over escape. They forged infernal pacts, transformed themselves into tieflings, and gained vast eldritch power. Still, their newfound “gifts” weren’t enough to save the empire from the furious onslaught of the Arkhosian armies. The tieflings who survived were made into slaves. In time, they gained their freedom, but the empire of Bael Turath has fallen into legend. If you play a tiefling, here are some things to bear in mind:
• You accept who and what you are: the heir of an ancient, noble dynasty that did what was necessary to survive.
• Your people are scattered across Iomandra and don’t really have a home to call their own.
• You like having friends, even if some of them doubt your intentions from time to time.
• As a tiefling adventurer, you can seek to learn more about your noble family by exploring the sunken ruins of Bael Turath, restore the empire of Bael Turath to its former glory, bring stability or ruin to the Dragovar dynasty, usurp command of a Sea King’s armada, rule your own island as magistrate, help other tieflings who have lost their way, or repay a debt to a loyal friend.
TO BE CONTINUED . . .
Next time, I'll give y'all the section that describes the campaign's starting point: the island of Kheth and the town where it all started, Tyrak'n. With maps, too.