My first entry in a competition. Nervous as hell. It sure is difficult putting notes and your thoughts into a understanding piece of writing which others can use. Hope it'll be acceptable at best. History was the worst for me to do.
ImbeloteImbelote is placed in the world called Melnoleion. It can be found in the South-Western part of Melnoleion between the Yellow Sun and Blue Moon. Due to the location of the heavenly bodies this empire fills up the majority of the planet. Vast green fields, forests with beautiful natural and serene scenery. A flourishing empire which attracts many individuals and thus settlements of many sorts. In the mountains there are societies of Dwarves, elves in the woods, Orc and Troll tribes scattered in the north and many more. But the Capital of Gibeon is a gigantic, human and dwarf made, city which keeps an eye on the entire Imbelote region. From here trade market, economy, laws, diplomacy etc are regulated.
Optional additional content of the entire world
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World is called Melnoleion and has a red and blue moon as well as a yellow sun. Long ago the world stopped turning around its axis. This event co-incited with the banishing of the "Lord of Chains" into his own Abyss. Such immense magical energies were involved that it caused many anomalies as well. Dimension overlapping at certain points allowing Astral beings to enter this world, powerful magical factions creating alternate dimension for their own purposes and more strange events occurring at times.
Druadan
In the North-East lies the empire of Druadan. An empire living in the shades of the crimson moon casting a blanked of a bloody hue across the empire. Not much is known about this empire due to the fact most do not return. The little information that is know talks about mountains, wastelands, swamps...but in the distance something which resembles flourishing cities. Rumors go that devils and creatures of darkness live here. The Empire of "Dread"
Firlyg is the empire that can be found in the South-Eastern part of the world. Above it circle the Yellow sun as well as the Crimson moon constantly fighting for ground to cast their rays upon. This area consists of deserts, swamps, wastelands, oasis. A region like this is difficult to live in, but some managed to set up tribes such as the gnolls and lizard men for example. Here and there old ruins of ancient settlements can be found as well as Pyramids and the like. Through this harsh region travel three nomadic tribes of humanoids. Once in a while they pass the borders of Imbelote to use their trade posts.
Nevalph is the fourth empire which is located towards the North-Western part between the Blue sun and the Crimson moon. Lush green scenery shifting into cold tundra's with high mountain ranges and barren icy planes. Not much can survive in the depths of this region. Yet some reports mention Frost Giants for example. As well as barbaric tribes such as The Berserks. Rumors have also reached other parts of the continent about hidden coves of Ice Druids.
Istari Ent could be seen as the fifth empire, but most refer to it as "Outlaw Island". It can be found almost at the center of the world where not many dare to go. The island is surrounded by thick mists which make it treacherous to reach. Due to its location the island has to deal with the ecological effects of all the solar and lunar bodies. Those that decide to go there are considered desperate, foolish or both. But if you want to disappear from the world until matters settled down then this would be the place to go. Since nobody talks about this island there are no known records of what lies shrouded behind the mists.
HistoryDC 10
Recently Ryan Elsanor has gotten too old and his son Gregg took up the task. Through his family name and reputation Gregg was elected as Mayor of Gibeon. The capital of Imbelote which was (and still is partially under construction) created by dwarves and humans. Gregg also gained a seat in the council in case of war. He now attempts to take the next step towards the Magical Republic of Imbelote. In Gibeon various magical experiments and arcane research is being conducted. Various small magical implements can already be found all over Imbelote.
[DM]Possible Plot: Not every group of researchers uses honorable means to get results.
DC 15
45 years ago the human race had taken control over the entire Telt region splitting the north and south of Imbelote. A system of trade, economics and laws were being made to govern the human empire. Commerce came to be with neighboring races such as the dwarves of the Hargrim mountains and the elves towards the south. Long years passed of negotiations until the Declaration was made. The Alliance of City States was created. Elves, gnomes, dwarves intermingled more and came to the human cities. New forms of trade and economy were created. This news spread quickly through the continent and the more barbaric tribes to the north decided to unite themselves as well and eventually joined with The Alliance.
DC 20
60 years ago, in an era of land lords with a High King, an middle aged men named Ryan Elsanor had a dream. A vision of the future in which all races of the continent would be gathered in the Magical Republic of Imbelote. He started convincing and gathering people in his home town and soon started to unite all human settlements, towns and cities under his banner. 15 years it took and were far without any conflicts. Even now some still prefer the old ways.
[DM] possible plot: It wouldn’t be a surprise if there were underground groups formed to thwart the Elsanor’s family and their ideologies.
DC 25
Rumors go that over 4000 years ago a cabal of dragons gathered in the Omar Mountain Range and its lakes. According to the stories passed down through many generations these dragons placed a powerful arcane artifice in The Lake of Shadows.
DC 30
What most people don’t know is that this Lake of Shadows has a portal to the Shadowfel nearby. Through this portal several creatures have come and took residence around the lake. Always covered in dark shades and not even the sun can reach the ground. Within the lake lives a gargantuan Kraken that protects the arcane relic. An elder Shadowdragon still visits the area once in a while and is the care taker and true guardian.
[DM]possible plot: Gregg, or a researcher, wants the heroes to go find this artifact.
Race/Class backgrounds.Just use the PHB explanations with the small descriptions provided below.
DevaDeva’s are divine beings. You rarely to never see one in Imbelote unless they are clerics or paladin. Most of the Deva’s can be found on the continent of Firlyg.
DragonbornDragonborn fill only a small piece of society on the continent of Imbelote. They are larger in numbers on the Firlyg and Druadan continents. They can fill any role needed.
DrowThey are a treacherous bunch living in the underdark. Entrances can be found in various mountains and caverns, but the Underdark spreads all over Imbelote. They have a bad reputation with other races of the Underdark as well as dwarves/gnomes who live near the entrances. As for other surface races…they only heard stories from dwarves/gnomes and never encountered a drow before. Some people can be harsh and racist and while others be open and friendly depending on the city and DM discretion.
DwarfDwarves originate only from the Harfgrim and Omar mountains. Those who still live there have a discriminating view towards elves due to their encounters with Drow. The dwarves who left the mountains and live with the elves in various cities are free of that dogma. They can be any class.
EladrinNothing fancy here. There is a Feywild portal in the southern part of Imbelote which can be used for them to enter this nation. No restrictions on class.
ElfLiving in villages located in woods or just outside it. Their villages are all fantastic and unique. Some are high in the tree tops, others have amazing architectural structures with parts floating near their tall towers. The most beautiful city is their capital Relena. They can be any class.
GenassiThey don’t appear in the entire world. Perhaps one day when the Magical Republic evolved a rift to the Elemental Chaos can open. A tower that is build to pose as inter dimensional exploration. This would open possibilities for the Genassi to be used as character race.
GnomeThey come in two sorts. There are the curious and sly tricksters from the Feywild who come through the portal in the south and took up residence in that area. The tinker gnomes can be found in the same mountain ranges as the dwarves.
GoliathBig giants living in the Gudrid peaks. No class restrictions.
HalflingHobbits live near human cities for a long time and roam the world without really settling down. Friendly, social and curious beings who can be off any race.
Half-orcThese individuals live in the north where Gungren’lin lies. Various tribes can be found all answering to Tukk Grung who is seen as the High Chief of all the tribes. No restriction on the classes.
HumansHumans make up the majority of Imbelote.They were always there. Individuals from this race can be of any class.
ShiftersShifters are a dying breed. Often they follow the path of druids, but these are hunted by an extremist branch of Torm. Druid groves are raided and burned to the ground with many slaughtered shifters as a result. Still there is one last hidden bastion for shifters and druids. It can be found south in the elven region North of Relena (the capital of elves). If the shifter is not in that grove they are simply roaming the lands. It is possible that in some cities these shifters fill a role as neutral diplomats/advisors. Even though Torm extremist see them as lawless the shifters are very wise people.
TieflingsTieflings are seen as demonic abominations who do not belong anywhere except on the Druadan continent and perhaps Seraglio Island. They are hunted and killed in Imbelote.
WarforgedNot existent yet. Just like the artificer. As the Magical Republic grows and evolves the artificer can come into life as per DM discretion. Shortly after these artificers can create forges from which the Warforged can be born.
AlmanacCapital: Gideon
Cultural Archetype/Flavor: End medieval Age transitioning into an Industrial Magical Republic
Primary Races: Humans, Dwarves, Elves
Secondary Races: Gnomes, Half Orcs, Dragonborn, Other
Race Postion/Situation: Humans (dominant/45%), Dwarves (25%), Elves (20%)
Gnomes (3%), Half-Orcs (3%), Dragonborn 2%, Others (2%)
Languages: Common, Dwarven, Elven
Literacy Rate: 80%
Imports: Exotic Weapons, Magic Items, Textiles
Exports: Grains, Fruit, Spices, Wines, Iron, Gnome inventions
Government System: Alliance of City-States
Ruler(s): Mayors, Council in times of war
Came to Power by: Election
Military System: Close alliance of city-state forces
Military Strength: 2,500 light infantry; 1,200 heavy infantry; 400 heavy cavalry; 20 light naval cutters; 2,000 sailors
Social Attitude: Helpful
Situation/Notes: None
Regions or Provinces:
(Name, Terrain, Industry, Population, Notes)
(1)
Harfgrim, mountain, mining, 25,000, Dwarven Fortress Chain
Located above Telt. It is a range of mountains with the tallest being the home base of a dwarf colony. If one goes deep enough in the mines there will be tunnels connecting to the Underdark. These dwarves encountered races such as the Drow and thus have a biased view towards elves in general. Harfgrim dwarves are master miners and metalworkers.
(2)
West Telt, coastal, agriculture, 40,000, Home of Imbelote Naval Forces
(3)
Eroborbus, forest, lumber, 15,000, Large Community in Lugalessi
(4)
Gideon, urban, trade, 98,000, Capital of Imbelote
(5)
Khemli, grassland, agriculture, 60,000, Second largest city and chief agricultural community
(6)
Seraglio, grassland, none, unknown, Island of demonic monsters, unexplored
(7)
Gungren’lin, snowfields and tundra to the north overlapping with green forests to the south., Weapons and Leatherworks, 6,000, Home of Tukk Grung
This region can be found to the North and North East part of the Imbelote continent. Individuals need to partially traverse this region if they wish to go further to the north into the continent of Icy Nevalph. The easter borders of this region find connection with the Fiery continent of Firlyg.
You can imagine that the Gungren'lin is an region with quite an importance to trade and commerce. Yet not many people meddle with the affairs of the many orc tribes that call this region their home. War among several tribes is not uncommon. Battles for more territory or new leaderships. This also leaves gaps for the Trolls and Barbarian tribes in the Tributaries to exploit and attack from the West. Only the half orc tribes are gathered under Tukk Grung.
From the Orc regions there stems also a lot of slave trade. Since The Declaration in the south the slave trade has been more confined to the Northern regions of Imbelote. Orcs, Trolls, Drow and also the Dwarves and Gnomes from the northern mountain ranges have their hands in these kinds of trades. On occasion corrupt rulers of the Southern regions find themselves immersed in these kind of trades verses weaponry and armory. The motives of these southerners varies from personal gain to influencing the wars between tribes to causing a rebellion internally of the Southern regions. Not everyone wants the new empire to grow and the city state alliance to succeed. Others want to manipulate those developments and eventually become the supreme ruler.
(8)
Anskar Tributaries, barren cold wastelands, none, 4,000, home to barbarian tribes and trolls
Major NPCs:(Name, Position, Race and Sex, Age)
(1) Birel Lugalessi, Chief Councilman of Lugalessi, Elf Female, 120
(2) Gregg Elsanor, Councilman of Telt, Human Male, 35
(3) Merk Bloodfist, Councilman of the Tributaries, Human Male, 28
(4) Eberk Goldaxe, Councilman of Harfgrim, Dwarf Male, 200
(5) Tukk Grung, Councilman of Grungren’lin, Half Orc Male, 34
Influential non-governmental organizations1.
The Fox ShadesA Guild that doesn't care about moral and ethics such as what is considered to be "good" or "evil". They value the color of gold, blood and darkness. They are assassins and do not care for petty things such as the motives of their clients. Run by a female tiefling going by the name Nemeia.
2.
The EyeNobody knows if this is just one individual or a group of individuals. The Eye trades in information and uses it subtly to influence the world. Nobody knows the motives of The Eye, but it claims to run a good business while maintaining balance.
DungeonMaster knowledge: This is an association run by Loremasters. At the lower end of the association there are many individuals ranging from many jobs.
3.
House KatarakHarbek Katarak is head of a guild of dwarves that controls the majority of commerce in the region. They have various front companies to make it seem as if there are various contenders on the market. To outsiders House Katarak is only seen as a group that provides protection for merchant convoys such as the Serpent Conglomerate Shipping. This House attempts to control all trade and commerce in order to gain full control of the nation instead of a City State Alliance.
4. House Waukeen
There is however one semi-large competitor on the market. House Waukeen with their Teltan Coast Convoy. They consist mainly of gnomes with some humans and halflings in their ranks. This group knows about the attempts from Katarak to monopolize commerce and tries to get in the way as often as they can. They “fight” for the right of free and honest trade. Led by the male gnome Orynn Moneylender.
Optional Elements Used1. For reasons described in the entry, one character class has a disproportionate presence in the nation.
2. The nation contains a unique geographic feature, landmark, or monument that might be of interest to adventurers.
3. The nation is in a state of declared or undeclared civil war, rebellion, or revolution with two or more rival factions (governmental or otherwise) vying for control or influence.
4. The nation lacks an essential resource (stone, wood, arable land, etc.) and must trade to make up the deficit.
5. The nation's system of government is neither monarchic nor democratic.
Possible Adventure PathHeroic1.
Underground ThreatMerchant Caravans are attacked and needs to be investigated. Party gets taken as well by Drow and wake up in a prison like chamber. Eventually the party gets taken through an underground city, architecture of ancient dwarf structures, into a room with the Drow Priestess. The Priestess explains that there are many underground passages which lead to other communities. There seem to be other Drow communities, Kobolds, Duergar and Dwarves in the vast underground region.
Recently several Drow ended up dead as they patrolled past a certain passageway. It is the passageway that deals with the water supply and the dead Drow came floating back on the stream. The Priestess does not want to risk more casualties and, even though Drow can't stand humans, she ordered the attacks on the merchant caravans in hope that an adventuring party would come and "persuade" the party to investigate for the Drow.
The merchants and goods however still got confiscated by the Drow and will not be returned. The Merchants work either as slaves in one of the many caverns which lead to farms etc. And those that were of no use are being held captive until they can be sold as slaves to either Troll or Orc camps to the North. Unless the Drow are inspired for new experiments.
She suspects that the dwarves are the ones responsible, because they still might hold grudges about the hostile take over by the Drow in the current city. The Priestess doesn't think highly of kobolds after all...what can kobolds do even in groups?
-Investigate the murder of the drow? Decide to go to the dwarves, escape or assist the drow?
-If Dwarves: The party learns that they have no part in the drow killing, but have been hearing strange noises in the depths of the caves which caused the Dwarves to be on alert. They also talk about finding strange markings on the walls during diggings.
-If Drow: Investigate the murder spot and find odd markings and sounds in the distance. This spot can also be investigated on the way to the Dwarf community.
-If Escape: When the party arrives outside, before going a bit further to the dwarves, they can decide to go back to town. But the attacks on the merchant caravans will once more commence. The law enforcers in town will not be pleased by the party's results. Now the enforcers could be bit more lenient if the party also attempted to rescue some merchants...which obviously triggered Drow attacks. Meaning the party came out the underground guns blazin'
-Markings: Confront the priestess with your findings, but she'll be hesitating. Learn about experiments on kobolds which created the Urbam (a deformed goblin/drow slave) which they used for bloodsports, cannon fodder in wars, slaves etc. Now these slaves have been disappearing during times that no one was paying them any attention. Then the party can ask if there have been more "break outs". Depending on the Diplomacy check they hear nothing or find out that a Shur (a demonic/drow blackguard only sees Lloth as his equal) escaped as well.
-Markings 2: If the party decides to simply follow the markings, footmarks and other markers deeper into the cavern they will bump into the Urbam and need to fight their way through them. Eventually the party will meet the Shur. Depending on intimidate/bluff or diplomacy checks the party can learn:
1. The Shur broke free, because he does not accept being imprisoned by mere drow while he is far superior to them. Battle Begins.
2. The Shur will say he released the Urbam so that he has his own, temporary, army to battle against the drow as pay-back. Battle begins.
3. The Shur says it isn't the matter for these impudent mortals and should just die where they stand. Battle Begins.
4. The Shur offers the Party a role as commanders against the Drow and will let them in on his master plan to rule the Underground communities, and maybe even the entire world. If the party agrees so be it, if they don't a battle begins.
After the battle there will be rewards in the form of coins, basic armor and weaponry, gems, maybe even some low level magic items. All of these which the Urbam took with them, from the Drow's and Merchant Caravans, into the Shur's lair.
The Party can now decide to either:
1. go back to the Drow Priestess and explain how it has all ended. There will be no rewards other then being allowed to leave this once still alive and free. Party can still decide to go guns blazin' while trying to free prisoners/merchants.
2. leave the underground system and have a chat with the Dwarves for a quest or something. Reputation will be gained due to the fact that their involvement prevented another war between Drow + Dwarves.
3. decide to go back to Town and report to the law enforcers gaining some reputation and basic coins as reward and go through town looking for new quests/adventures.
New party members can be introduced at the presenting of the Drow Priestess. Other Party members were captured with previous merchant convoys. Another location is dwarf members at the dwarf community.
Battle encounters are highly customizable. Drow warriors, drow clerics, dwarf warrior, Duergar, Kobolds, various Drow pets like the drider/giant spider etc.
Could be added: Various traps such as rock slides, floods, spikes, perhaps even a place with poison. Various locations with boxes and barrels containing some loot, but mainly useless stuff. Maybe a dwarf left behind a gem somewhere though. Locked doors here and there. No magical barriers/traps unless it is near the Shur's Lair.
Rewards: Experience is giving not merely by battle encounters, but also by overall role playing and delving into the story.
From here the adventurers go in various directions. Go around the mountains and meet the communities and the slave trade. Learn about House Katarak that tries to gain slaves in order to form a cheap army to further their plans of domination. Develop the story further in a similar fashion to Red Hand of Doom for 3.x.
ParagonHouse Katarak was just a relatively small part in the real matter. Their High Priest, a follower of Orcus, had manipulated the entire House. He did this to gain funds and the needed resources to survive a powerful necromancer. Shortly after he completes his ritual…on the shadowfell where the heroes will travel to in pursued….
An Undead-Carnival is reported to travel through the region. They destroy and plunder villages and settlements taking only small girls with them. This news spreads quickly around the region and reaches the ears of the heroes and thus the go to investigate it. After destroying the caravan it seems that this was just a means to collect offerings.
So now the plot moves to a small isolated village near some woods. It seems that in the far past there was a wizard gone rogue when he decided to follow the path of necromancy. He used the villagers as lab rats. That was long ago and the wizard has died since then. But two months ago a loud noise was heard accompanied by shaking of the earth. Not to long after the un-dead necromancy wizard appears taking the lives of many villagers. Thus he created the un-dead carnival to do his bidding.
His old house, somewhere in the woods, is what made the ruckus and ground shaking when it was coming up from the ground. Yet it is not fully above the ground, but it is still possible to enter it through several windows. Upon entering it becomes obvious that lots of magic is at work. Undead roaming about, traps here and there, many floors to explore and about halfway there will be some sort of opponent which you would think of as the "boss", but isn't. This undead is strong, but still a puppet of the necromancer which is further down. An undead warrior with perhaps two minions.
Along the way there will be lots to discover from books and at the bottom is the cellar. A magical glyph/sigil on the wall which needs to be dealt with. This will open a passage way as well as zombies rising from the ground behind the "hero". Afterwards the passageway can be walked through into a circular hall with a sacrificial altar in the middle. In the walls are 21 coves where the little girls stand in little cocoons.
In actuality this wizard is the only one capable of fabricating items that a group of demon half bloods need at Seraglio Island. This item needs the life force of the 21 children. At first the heroes might assume the wizard uses them to restore his power or something totally different. The item is a needed component for a dreadful abominable curse the demon halfbloods want to cast on all the inhabitants of Imbelote.
Seraglio Island came to be when the emperor of the old empire fell in love with a beautiful elf. But she didn’t feel the same for the emperor. If he couldn’t have her then no one could and thus he send her to the island with no contact with anyone. Decades went by and the elf grew more agitated and vengeful. She prayed and a demon answered. The elf gave birth to demonic half breeds. She became the queen of the island and the demonic blood fused inside with hers gave her long lasting life. On the island many unknown demonic practices took place. The demonic elf still wants revenge and the empire will pay with the peoples lives.
EpicThis will start with finding a way into the Elemental chaos in order to destroy the Demon of Seraglio Island. Efreets, fire Archons and giants, Balors, Red Dragon will just be a small taste of what the heroes will encounter.
Only the Githyanki and Githzerai know where the Shard and Demon can be found, but those two groups each know only a fragment of the secret.
Optional Map for those who want to use it in the future and need some visual aid
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