Session Notes

Think of things that I would like to do/explore in campaign. What do I want to see?

About the Campaign

Mixture of high and low fantasy 5e rules Wild magic

Adventuring is DANGEROUS - adventurers are rare

  • More lucrative

Dragons no longer roam here

  • Created and enslaved dragonborn through blood magic, until they met Orcs (more nomadic people that are valiant, strong, daring.)

Referred to as the “known lands” or “lands”

Nobody has circumnavigated the globe

Races

  • DND Beyond recently changed to Species instead of Races

  • No problem with different species - but the world is segmented.

  • People of one species tend to stay in one place together

  • Tieflings - known as omens, not seen often unless they are a pact or contract with a devil, using disguise self spells in “polite society”

  • Aasimaar - seen as prophets and beneficial good for area

Map - world is called Ilugos

Hirigad - Line of kings “Tall Kings” work alongside “trade princes” - kinda like parliament

  • Frozen crown, dwarves are indigenous to here
  • Mining, typical dwarves

Eledor - Confederation of Vardomina, has a council

  • High fantasy
  • Largely inhabited by Elves
  • Yavante - wood elves
  • Vardomina - high elves
    • Elven capital is Qizan
  • Oromaea - mixture (could be dark elves, not an underdark like Forgotten Realms)
  • Uinoce - beach, elvish naval fleet, mixture

Qiz

  • Mountain range coming out of the sea
  • Fables
  • Site of ancient battles between dwarves and elves

Hollisen (Elvish name: Sintol) - has most details about this, closest to metropolitan, predominantly humans - is a kingdom, like england

  • Crestin - human capital, where only wizard school is called The Arcanade
    • Seat of Hollisen
  • White Branch - holy city, temple to moon goddess
  • Tirest - elven city, watches Pelegos
  • Risten - sister city to Tirest, also Elven, strategically placed to Chitin Bay
  • Chitin Bay - port town, Dwarven town, ruled by either Hirigad or Bucannerial League
  • Axle - most metropolitan area, roads are it’s spokes, ruled by Hollisen
  • Wonach - dwarven town ruled by buccanerial league, lots of gnomes
  • Western Lands - Open plains, good for farming
  • Eastern lands - mostly uninhabited except for those that can defend themselves, lots of raiders. Goblins and Hyena people are here as well as Orcs
    • Orcs met dragonborn in the rising woods, entire clan was wiped out by a red dragon long ago. They defeated it and the dragonborn awoke for the first time. Made a pact to get rid of the Dragon Masters and they did!
  • Rising Woods - no town there, not Princess Booby times
  • Home of Halflings - Hillock and Haffles, Bleeders, Gosmers (more swampy), Teggend

Pelegos Islands

  • Temperate rainforest, lots of rain from the crystal sea
  • Pirate coalition, Bucannerial League, is mostly here - largely dwarven operation but mixture of people

Gorsen (formerly Ros Gul)

  • Badlands - not a lot of vegetation
  • Lots of Iron there - Hollisen goes there to mine minerals and jewels
  • Ferocious Orc warbands in this area
  • In center is a big salt flat
  • No towns or cities - people that live there are nomadic

Teg Beneth - democracy like ancient greece lol

  • Homeland of gnomes - cousins to halflings
  • High fantasy area, very magical
  • Lot of artifacers here (filibuster bots)
  • Mountain range mostly home to orcs and dragonborn

Holt

  • Arid area, kind of desolate
  • Where humans are indigenous - was once inhabitable, but humans migrated away about 1000 years ago
  • Still some humans there, where human marauders come from, nomadic

Grittend

  • Desert for as long as history goes
  • Uninhabitable except for heartiest creatures
  • Mostly MONSTERS

Religion - reference dnd notebook to make a religion section

  • World where gods are real, pantheon
  • Clerics aren’t using magic, they are using Paelor’s power
  • Pantheon that Critical Role uses - Dawn War Pantheon
  • Photos in Discord chat

Planes

  • All apply
  • We live on material plane
  • Good, evil, darkness and whimsy

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