Ishtarra

 Ishtarra and Simal’tor

“Liberty is to faction what air is to fire, an aliment without which it instantly expires,”

“…But it could not be less folly to abolish liberty, which is essential to life, than it would be to wish the annihilation of air, which is essential to life, because it imparts to fire its destructive agency.”

Ishtarra – A world of choice and opportunity.

The world of Ishtarra is a world of choice and opportunity, but also rife with politics and struggle from its past. The world as we know it is in the middle of a stable, peaceful era. However, with peace always lies an opportunity for destruction and corruption, waiting for the opportune moment to strike. What evils lie waiting in the shadows?

History

  • The draconic war

  • The elven exodus

  • The end of the draconic war

  • The age of identity

  • The age of expansion

  • The cold war for the frontier

  • The great world war

  • The end of the great world war

  • The second age of expansion

The earliest recorded history of Ishtarra chronicles  the events leading up to the ancient draconic war. The kingdom of united commonfolk known as Agrad, which consisted of the humans, dwarves, and gnomes in a religiously orthodox nation, began to wage war among the dragons and their kin in the east. The war lasted for hundreds of years before, with the might of the dwarves’ best engineers, the war began to fall in favor of Agrad.

The dragons began to die, and all hope indeed seemed lost as horrific ballistas the size of small shires rained fire into the skies. 

Meanwhile on Simal’Tor, the moon of Ishtarra, the elvish nations were nearing the end of a magic war that had lasted for millenia. Finally exhausting the last reservoirs of magic that they could, one faction set in motion a ritual which would end the fighting once and for all. The ritual was designed to exterminate the habitability of Simal’Tor, thus leaving the other factions to resort to desperate measures. 

In a last ditch effort to continue elven life, the ruling faction came together to teleport what members they could down to the planet of Ishtarra below.

Upon arriving on Ishtarra, in a place now known as the Shrine of The White Grove, the elven races found themselves caught deep in the middle of another war which was doubtlessly on a course to end. Quickly choosing to side with the dragons and natives of the lands they’d fallen on, the elves aided in repelling the kingdom of Agrad back into the shores from which they came. The war was won and the elves were widely accepted by the inhabitants of their new found lands of Cestern, which we now know as Cesternfell. However, this came at great costs- for what dragons remained shortly died thereafter due to their egregious wounds. The last of the dragons still remains today, but old age is said to soon be the end of her storied life.

After the draconic war and settlement of the elves, the world began to change and grow. Kingdoms strengthened and technologies advanced. Using the magic of the dragons, impartial groups of wizards, sorcerers, bards, warlocks, and all manners of magic users developed colleges across all three nations. These colleges were suspended on floating land masses. Using the magic of the elves, they set up the ability to instantly teleport to each other across the world in the colleges.

Soon, the nations began to expand and look for new frontiers. Word travelled quickly of a new and bizzare land across the seas known as Rawgoh, which had been discovered by a mage college that settled its flying institution over the country. There were interesting races of beasts and orcs whose culture differed immensely from the current world.

Inevitably, the animosity and bitterness between Cesternfell and Agrad still loomed from the ending of the draconic wars, and thus influenced the political atmosphere as both nations began to advance into the nation of Rawgoh. Having more advanced armies and military forces, the nations began to settle imperialistic colonies across the shores of Rawgoh in a race to assimilate the nation into their own. Thus a cold war for the frontier was born, but did not last long before it sparked another all out war- this time with a new contender.

The great world war came quickly and ended just as fast, but the world as we know it was to be changed completely. The beastfolk of Rawgoh, having a weaker military might than the other two nations, were pushed farther and farther back into their country. Close to the Fothback Bog, which had never been fully explored by anyone before. Agrad had lost much respect by the people of the world as its military might had been long awaiting vengeance. Finally, Cesternfell suffered great monetary losses in an attempt to fund the great war, and was forced to take a position of diplomacy to end the war. The colleges of mages also got involved, even though the administration had forbidden it. Factions of mages broke out across the lands, taking to every which side in a fervor of opposing ideologies. The tribunal of mages could not keep their institutions under control, and thus closed the colleges and portals.

Agreeing to form a republic with the kingdom of Agrad, with the stipulation that governance and faith shall still be controlled by the locals, Cesternfell ended the war with a peace treaty known as the Shali’Par. 

The tribunal of mages then decided at the end of the war that no institution of arcane knowledge shall ever be allowed to interfere or become involved in global conflict again. Thus, they reopened the portals and projected the floating land masses all together. They melded the three colleges together with magic, creating one large citadel over a formerly uninhabited island known forever on as Convergence.

Convergence quickly boomed as a newly founded city-state governed by a host of great houses. There is no formal centralized government in Convergence, but instead it is ruled by a handful of oligarchs which confer with each other. The houses with the greatest merits… or greatest wealth… call the shots in this neutral land. Thus the second age of expansion began and gave us much of the world as we know it now. 

Convergence

Convergence is a city-state like none other. It is the largest city in the world, with the college of mages suspended above it. It brings in trade from every corner of the known world, and is a cultural melting pot. Money and magic speak the loudest here, and the city districts reflect that sentiment very heavily. Middle and upper-class neighborhoods, Business centers, administrative centers, and trade hubs are surrounded by large walls that disenfranchise the lower class slums around them. There is no government funded police force due to the nature of the government, and instead great houses and large companies are required to farm out members to serve as peacekeepers. There are very strict quotas and charters that must be filled, otherwise large sanctions and consequences are given without impunity.

Beware the Peacekeepers

In order to stay in convergence, one must have residency via birth or membership in a great house, be on a guild or company’s charter, or have independent work credentials.

Those without any of these usually face deportation or prison time. It is one of many methods that the city state uses in order to ensure that they remain a financial powerhouse. There are shops and businesses for anything that one could desire, so long as you have the money.

Cesternfell

Cesternfell is the homeland of the dragons, dragonborn, spriggans, and the extended home of the elves. Cesternfell is a land rich in wonders and fantastical surroundings. The ground is rich and the coasts are soft. Although the ambience of Cesternfell is very welcoming, the dangers are just as prevalent if you do not know your way around.

Hidden in plain sight

Many creatures in Cesternfell hide in plain sight. A NeFK is a large flying jellyfish like creature, whose body looks and feels like stone. They hover off of the ground while prowling riverbanks, fields, and mountainsides. While they are usually harmless, beware disturbing a Nefk while it is trying to rest as their tendrils are very poisonous. 

Other creatures that hide in plain sight are Grass-Whipples, which eat moonfruit, then burrow into the ground where the fruit grows underground. Their bodies can be totally hidden from sight while the tops of their heads look like the large leafy stalks of the moon fruit.

Tradition

The elves of Cesternfell  have been defined by their environment. Their relatively newfound place in the world contributes to much of the worries and strife that the elves hold for their future. These worries and strife developed quickly during the draconic wars and sculpted the world view of the elven residents of Cesternfell since. Views which hold true to this day. Native-born elves tend to look down on "outlanders", which include both other races and elves born outside of Cesternfell, although the intensity of this ethnocentrism varies. Even in times of peace and prosperity, the elves find themselves longing for a common enemy. When there is not one, that feeling almost always turns inwards to society’s detriment. Politically motivated subterfuge and constant assassinations are common; there's even a legally established guild providing services. A huge amount of black market activity thrives along Cesternfell's extensive coastlines. Dissidents to the government and other subversives over the years have been hunted and persecuted; there is a precedent that nationalism is crucial otherwise assimilation by Agrad is imminent. Slavery used to be commonplace. Mostly Firbolg or Orcish slaves were trafficked, although many men were also enslaved. Goblins were also seen as a significant slave "resource". The Third Empire of King Oruboth had banned slavery, but elves were allowed to keep their own sacred and traditional laws in their entrance to the Empire. By the end of the great world war, King Oruboth III had officially abolished slavery. Necromancy is also practiced openly by some elves, though never with elven corpses. 

Dragonborn across the land are arguably more isolationist than their elven brethren, and most of their customs and culture go unknown. Marital customs among the Dragonborn is one of the few widely-known aspects of Dragonborn life. Dragonborn adhere to their native marriage traditions. It is customary to present a lover with a dragonborn wedding bracelet, which is crafted by the courting member. Each bracelet is unique and has personal meaning to the creator and the recipient. The one who proposes must also bring two freshly caught fish with them in order to do so. If the receiving party accepts, then the marriage ceremony must take place at that very moment, and it must happen in that very place. The actual ceremony of marriage is very long and complex, and involves unique rituals, spoken in the native language of the Dragonborn. At the end of the ceremony, the newly wed couple engages in a dance as they devour the fish whole. However the part of their culture which is most widely known to any outsider of Cesternfell, is the dragonborn's expertise in guerrilla warfare. Centuries of cruel Agradian oppression has caused the Dragonborn to rebel many times. Though Cesternfell as a whole throughout most of its history could never enter another full on war with Agrad. Instead they have mastered the way of ambushes and hit and run tactics to achieve their political aims.

The Spriggans are a race that originate from the Sunbird Thicket area in Cesternfell. They have coexisted with the dragons and dragonborn since the beginning of history. The capital of the Spriggan territory resembles a temple or ziggurat hidden deep within mystic caverns in the thicket. The Spriggans are known to have a cheery, oftentimes mischievous personality compared to the other races and are typically associated with the color black. Unlike the other races, they are capable of flight and are known to be masters of Illusion and Treasure Hunting Magic. Due to this, many believe that the Spriggans are not a race fit for combat, making them the most mysterious race across Ishtarra.

Settlements

Meltay

Meltay was originally the premier port city of Cesternfell before the great world war. After the treaty of Shali’Par, it became the home of government officials from Agrad. It is predominantly a trade city with a bustling harbor district. Galleons travel in and out at all hours of the day. The primary landmark for Meltay is the river that runs through the middle of the city to the sea. The river can be followed all the way to the Celfin Gulch nearby. 

Outside of the town, following the road to the north, there is an Agradian imperial fort known as Fort Mapledrift. 

Meltay

Alfhein Overwatch

Past the forests of Sunbird Thicket there begins a sprawling flat plains land known as the calmest expanse. For miles around, the only thing that can be heard is the song of the wind, and the blades of grass dancing in response. 

In the middle of the calmest expanse lies an ancient elven tower that reaches into the clouds. 

At the top of the overwatch, you peer down to Cesternfell below. The peaks of mountains seem to be distant toys below you. 

Beneath the tower is a tent city full of traveling merchants and wandering adventurers that have decided to settle here under the overwatch. 

Sunbird Thicket

South of the calmest expanse lies an ancient forest, dense and mystical. Fireflies and flowers populate the brush all around, and the sounds of Faeguans can be heard descending from the canopies above. 

The underbrush contorts to the hills beneath it and deep enough inside of the Thicket lies a large cavern. This cavern, with waterfalls flowing down either side, is known as Thal’Alor. The capital city of the Spriggans. Caverns filled with giant mushroom houses and sprawling caves with bodies of mystical water populate the caverns.

Fen’Alor

Along the eastern coast of the inner sea lies the Elven capital city of Fen’Alor. The city is divided into tiered structures that lay on the water. There are a total of 10 of the districts. The tiers of the districts reflect socioeconomic classism and the poorest of people either live in the sewer sections on the underbellies or on the streets of the lower wards.

The most notable districts are the foreign district and the government district. 

Citizens use gondola drivers to travel between districts very quickly.

Fen’Alor

The hidden city of Krila

Before the Shali’Par treaty, the city of Krila was the most secretive city in the world. It serves as a conglomeration of Cesternfell officials and the most elite of special forces are trained behind its walls. The city now still holds its secretive ways, but is open to the public. 

Along the road south of the valley that the city sits in is the Agradian imperial fort of Titan’s Eye Outpost. 

Sunny Margin

The southern coast of Cesternfell is known as the sunny margin for its sunswept beaches and tropical ambience. Largely unsettled, the Sunny Margin is a paradise for wanderers seeking to take a load off, get lost, and enjoy the luxurious life of an adventurer getaway.

Coconut trees, magical jellyfish, and white soft sand…

Celfin Gulch

This western mountain range is filled with dangerous beasts and ancient ruins. In times of war, the elves have hidden lookouts built along the tops of the mountain range to look out over the coast. Rumors say that a Spriggan temple disappeared from here once upon a time. Although, those are probably just rumors.

There is a lake along the top of the range that pours down into the ocean through Meltay. This lake is known to be sacred ground to the Spriggans. 

Pearl Point

Pearl Point is a slower coastal town. Instead of trade and mercantilism via the ocean, Pearl Point is home to fisherman and plantations. The life here is much more slow and quiet along the coast of the inner sea and western ocean. 

The plantations here are the center of much controversy as they utilize slave labor from beastfolk races that hail from Rawgoh. This practice was legal before the Shali’Par treaty, but due to the treaty reserving Cesternfell government sovereignty it is a very grey area in current affairs.

The red light district

There is known to be a very lucrative section of pearl point that looks out over the waterfront. This red light district is home to a very large brothel known as the tender touch. The local races do not typically enjoy the company of agradians and therefore the brothel is very popular to imperial men.

Pearl Point

Behemoth’s End

Behemoth’s End marks the spot where the last dragon casualty of the war happened. After the Agradian imperialists pulled out of Cesternfell, the dragons that did remain mostly died of injuries and wounds. The last dragon alive today lives in Taerra’s Roost and will attest to the bravery of her compatriot. 

The large silver dragon desired to travel across the lands to have its dying breath take place on the beaches near pearl point. However, he never made it to those beaches and collapsed near the northern mountain ranges. 

There is now a shrine dedicated to the humble dragon and many dragonkin make pilgrimage to it to show their respects and remind themselves that being humble is a virtue.

Shrine of the White Grove

When the elven people fled Simal’Tor and made landfall on Ishtarra, they rode the moonbeams down and that lunar energy stained the ground around them. There are astral trees and large mushrooms that bloom white spores and flowers year round. 

There is a large temple that now stands where the elves made landfall that day and is tended to by a monastic order of priests.

Behemoth’s Ascent

Behemoth’s ascent is a giant set of stairs carved into the mountain range that leads upwards on to the dragonborn capital city of Taerra’s roost. Dragonborn lore says that young dragonborn would attempt to ascend the stairs upon coming of age and any who made it to the top might one day be reborn as a dragon in their next life.

Now there are smaller steps carved out along the sides of the ancient draconic staircase so that others may also ascend onwards to the sacred city.

Do not disturb

The dragonborn guard that protect Taerra rarely allow entrance to her grand chamber. One must have quite a reputation to gain audience with the last dragon, as she is the last of her kind and zealously protected.

Even the most dire or urgent of matters can be put on hold by the guard until the proper esteem, reputation, or rapport is gained by those who wish to approach Taerra.

The dragon’s Castle

Furthermore, Taerra’s castle was built to withstand even agrad’s best armies. Suspended in the sky, the roost is almost invulnerable to conventional attacks. The dragonborn guard are even willing to disassemble the chains that hold her stronghold afloat and allow it to rise high into the sky in the event that an invasion may be attempted.

Taerra’s Roost

An ancient city among the clouds holds the city of Taerra, the last breathing dragon. Floating land masses rival the clouds only by the chains that extend from them to tether them to the mountains below.

Taerra’s Roost

Getting around Cesternfell

Many methods of travel exist in Cesternfell to help people get from one place to another fairly quickly, depending on the amount of coin you are willing to spend.

The most common method is to hire a guar driven caravan through the main roads. Other methods include hiring a boat to shuttle you to and from meltay, pearl point, or fen’alor. Lastly, silt striders can be boarded to take you just about anywhere you would be willing to go. Most cities have a strider port on the outskirts of town, most of them adjunct to the city wall for ease of access.

The table below outlines the common prices for fast travel methods around Cesternfell:

Guar Driven Caravan

1d8+5  copper / trip

Boat

1d12+8  silver / trip

Silt Strider

1d20+3  gold / trip

Agrad

Agrad is the home of the Humans, Dwarves, Halflings, and Gnomes. The empire’s mainland is driven by hard work, determination, and by the simple fact that “Agradians are the best”. The south is home to a large fjord which begins a mountain chain that reaches all of the way to the frigid north. Vineyards are riddled about the fjord due to its temperate, always pleasant weather. In the heart of Agrad lies a spanning plainsland known as the Fertile Hearth, and is home to a slower way of life than the coastal industrious towns. 

The country is split by a large river that pours down from the mountains above back into the sea below. The mountains, foothills, and large tranquil forest surrounding the river have steep ground which has made it a vital stronghold point throughout history for Agrad. Not often have invaders set foot onto Agradian soil, but the few times that it has happened have always been futile due to the natural defenses and bottlenecks around the middle of the land.

Northern Agrad is a different story though, and is very tumultuous. North Agrad quickly turns into a frigid tundra once one passes the central river. The land quickly turns back into a large frozen forest along the northernmost outskirts of the mountain ranges. The northeast is home to a slower, less nationalistic nation of Agradians who at one point had seceded from the empire during the great world war. Years after the war had ended the northerners held off the rest of the empire by using guerilla tactics coupled with their natural surroundings. The frosted steppes of Deswith Cove and the snow covered forests of the Ranger’s Turmoil are harsh to many, but home to the natives.

Tradition

Halflings, gnomes, and the dwarves claim that there was once a time when humans did not walk the land. There is no mention of a time when Cliffson citadel and Dawnhollow didn't exist in human history. The Chantry of the nine-ish teaches that Unos created the citadel before he created men. Some scholars believe that the first humans in Ishtarra came from the rainforests of an everspanning isle shrouded in mist many thousands of years ago, migrating north from the bluff. However, no such island has ever been found. The cities they’ve built still stand to this day and are regarded by travelers to the region as true wonders. Humans are probably the most culturally diverse race in Agrad as they have half a dozen nations of their own, each with different customs and traditions.

The dwarves, or dwarva, as the dwarves refer to themselves, are one of the major humanoid races of Agrad. Strong, stocky, and proud, the dwarves are skilled builders and boast a long tradition of courage and martial skill that has served them well in their millennia-long brotherhood with the humans. There are oral legends and recounts of epic stories that long before the dawn of history, there was a great flood. The dwarven caverns built into the mountain range behind Dawnhollow had flooded and those dwarves that survived went on to become mariners. This is the alleged tale as to why there is such a cultural divide between sea-faring dwarves and mountain-dwelling dwarves today. Most people say that the stories are hogwash, but in the deepest recesses of the dwarven caverns are hollowed out floodgates and chambers. These structures suggest that they were put there so that the caverns would survive if a flood were to ever plague Ishtarra again.

Halflings are inconspicuous. They live among other races, and are almost universally tolerated. Even evil races have no specific hatred for them. They blend into the crowd, and you rarely notice them unless you're specifically looking for them. But they don't adopt the customs of their neighbors. They keep their own gods, and speak their own tongue behind closed doors. They also have a lot of love for each other, a sense of brotherhood. Due to their unwillingness to assimilate to the most traditional Agradian cultures and customs, halfling are often stigmatized as the outsiders in Agrad, and have been the scapegoat multiple times in history for their shortcomings of faith when natural disasters hit. Although they are not hated, they catch blame and conspiracy from the taller races very often.

The eccentric, often-brilliant gnomes are one of the most peculiar races of the world. A race of diminutive beings, gnomes have made their mark on Agrad through the application of a collective intelligence and ambition overshadowing that of their larger peers. Gnomes are renowned mechanics, engineers, and technicians, widely respected for their knowledge of the scientific facets of the world and their ability to transform said knowledge into surprising tools, vehicles, armor, and weapons. Much of gnomish philosophy is focused on forward-thinking, inventive concepts; little thought has ever been given to history or non-scientific records. With their obsession for developing radical new technologies and constructing marvels of mind-bending engineering, it is a wonder that any gnomes have survived to proliferate.

Settlements

The Fertile Hearth

The fertile hearth is the main agricultural power in Agrad, and is riddled with farms, roads, and prairies.

Dawnhollow

 The human capital of Agrad, Dawnhollow contains both the great cathedral and King’s castle that looms over the city below. The castle is situated on a plateau within the mountain ranges behind the grand city. Beneath the King’s castle lies the entrance to the mountain range behind, where the Dwarven caverns lay. The dwarven capital is actually a part of Dawnhollow, as the humans and Dwarves have lived side by side in brotherhood since as long as humans have walked Ishtarra. 

Dawnhollow

Lotus Bluff

The fjords of Lotus Bluff hold a pilgrimage to all humankind. The area is widely regarded as a holy site and most vintners and sailors alike make the journey to the small island in the middle of the fjords to pray for safe passage of ships. (Wine is one of south Agrad’s largest trades.)

The Port City of Sinigal

This port city is the premier trade hub in southern Agrad and ships the most materials out of it. The iconic lighthouse is a welcome site for any mariner as most captains find themselves in a city that caters to merchants overzealously. Outside of Sinigal leading up to the mountains in the west, the range is littered with vineyards. Sheep and lumber are also two very large industries around the city and are given due respect.

The Port City of Sinigal

Controllers, creators, commoners

Sinigal  is a city for nobility and humble farmer alike. The population finds work in city government, the crafting trades and as simple labour. Since the city is filled by such a varied cross section of people, many travellers and traders aim for the city as a point to jumpstart a career.

Malguard

 Malguard is a primarily dwarven port city, and the dwarves that do not live in the mountain ranges behind Dawnhollow instead settle here. The city is an industrial military powerhouse and produces military weapons day in and day out. The dwarven engineers here live lavishly while the working class or mariners live rough, but humble lives.

Malguard

Overnight accomodations at the chalet

The chalet is an establishment for finding respite in Malguard. It’s built on the side of a large rocky outcropping that, inside the pub, serves as shelving for bottles of liquor. Artwork of war-heroes and adventure adorn the walls.

St.Claire Keep

The watchpost for Agrad’s coasts. St.Claire Keep is home to a twenty-four seven watch that monitors the seas from the vantage point of this cliffside tower. In the event of an invasion via an individual to law sea, St.Claire Keep would be the first defense in knowledge. The most important government records are kept here and the tower would serve as refuge or the nation’s leaders in a time of distress. The tower rests on a cliff, surrounded by waterfalls. Dwarven engineers have developed bridges that can be disassembled from either side and reconstructed so to ensure the sanctity of the tower. 

St.Claire Keep

Equinox Glade

The vast forest that covers the mountain range between Malguard and Clifson Citadel. This glade serves as both a defense and a sacred place by all races of Agrad. Monks from the monastery above pay homage to the gods by hanging metal bells along the branches of the trees and carving their names into the branch. When the wind sweeps down the mountain into the forest, the beautiful singing of chimes and bells can be heard in all directions as far away as St.Claire Keep sometimes. 

Clifson Citadel

A monastery for the Agradian Imperial Pantheon that has stood as long as the people could construct buildings. (Think 1800s russian orthodox style monks). The libraries here hold all information involving faith and the divine that the monks have ever known.

The monks are also trained in the way of the sword, and spend much of their days honing both their unarmed and bladed fighting techniques.

Ranger’s Turmoil

The wilderness moving closer to the frozen tundra and unexplored frontier to the north. The expanse stretches farther than anybody knows, but several druids, rangers, and outlanders populate the area and keep to themselves in this cold expansive forest.

The Last Sentinel

Named due to its location, this city is a tiered canton modeled originally to imitate the districts of the elven capital city of Fen’Alor. During the great world war, many northerners denounced their government and became Cesternfell sympathizers. This large city is divided into different tiers, however, the city does not float along the water. Instead, it was erected on a large rock off of the coast. During the winter, some claim that you can walk across the ice from the mainland to the rock island city.

The Last Sentinel

Deswith Cove

The coastal beaches that span the whole of north Agrad. Many fishing villages occupy this shore and is home to a coastal tundra wonderland. Adventurers looking to take a load off and crawl into a warm hearth lit stone house with a view of the northern seas while admiring the frigid winds are welcome here.

Shimmering Wastes

This area of the sea is not navigable by foot or boat so far. It is a glacial sea that wrecks any ship willing to try. What lies past the shimmering wastes is unknown, though some suspect it is only a forever reaching blizzard that is of unimportance. Who knows? 

Getting around Agrad

Many methods of travel exist in Agrad to help people get from one place to another fairly quickly, depending on the amount of coin you are willing to spend.

The most common method is to hire a Horse driven caravan through the main roads. Other methods include hiring a boat to shuttle you to and from Sinigal, Malguard, or The Last Sentinel. Lastly, Roc-Taxis can be boarded to take you just about anywhere you would be willing to go. Most cities have a Roc port in town, located in very high towers so that the birds have both the time and space to safely depart.

The table below outlines the common prices for fast travel methods around Agrad:

Horse Driven Caravan

1d8+5  copper / trip

Boat

1d12+8  silver / trip

Roc-Taxi

1d20+3  gold / trip

RAWGOH

Rawgoh is a land far different from the rest of Ishtarra and its uniqueness should not be underestimated. Otherwise you may just find yourself in over your head, much like the many Agradians and Cesternfell natives who once found themselves vying for power here. For most of Ishtarra’s history, Rawgoh had seen itself isolated from the rest of the world. The home of the orcs, trolls, goblins, and firbolgs had evaded the great dragon wars and even an age of development whereas Agrad and Cesternfell raced to see who could create the larger kingdom. Instead, Rawgoh had up until recently, never seen a foregin war and wars upon their own land often saw diplomatic endings. Orcs, the majority demographic in Rawgoh, are a mostly peaceful people who value the arts and culture over blood or combat. All of Rawgoh’s races share this sentiment in different ways, although this does not mean that the ways of war are unpracticed amongst them. Therefore, Rawgoh participates in a constitutional democracy where trolls, goblins, orcs, and firbolgs live harmoniously with each other and work together to better their own society. 

Tradition

Settlements

Crow’s Perch

Crow’s Perch

Gargoyle’s Landing

Gargoyle Landing

The Fothback

Fothback Trail

Highbreeze

 Highbreeze

Cainhearth

Related image
Related image

Cainhearth

Burnhurst

Burnhurst

Getting around Rawgoh

Many methods of travel exist in Rawgoh to help people get from one place to another fairly quickly, depending on the amount of coin you are willing to spend.

The most common method is to rent an expedition of camels through the main roads. Other methods include hiring a gondola to shuttle you to and from Burnhurst, Cainhearth, or The Crow’s Perch. Lastly, Silk Dozers can be boarded to take you just about anywhere you would be willing to go. Most cities have a Silk Dozer port outside of town, located near very large holes where the Silk Dozers burrow into the ground.

The table below outlines the common prices for fast travel methods around Rawgoh:

Expedition of Camels

1d8+5  copper / trip

Gondola

1d12+8  silver / trip

Silk-Dozers

1d20+3  gold / trip

Petrified Shores

Aaxone Obelisk

Mount Disdaine

The Gwyndoline Coast

 

The Pantheons

Agrad and the Eight Divines 

In Agrad, the people worship 8 divine beings and 1 king who is believed to have ascended to saintly godhood.

LG

Unos

The Eagle god of time and chief god of the pantheon.

LE

Ygmus

God of the cycle of life, death, and mortals. Deaths and funeral rites.

CN

Osana

Goddess of beauty.

TN

Gustos

God of wisdom and logic.

CE

Utris

Goddess of air, wind, sky, and the elements.

CG

Dyla

Goddess of love and compassion, the mother goddess.

LN

Dunenar

God of mercy, justice, charity, luck, and righteous rule by might and merciful forbearance.

TN

Wildum

God of work and commerce, trader god.

NG

King Oruboth III

Hero god of mankind. God of honor, law, state, might, man, war and governance.

Cesternfell and the Ancient Astral Entities

The elves, spriggans, and dragonborn alike both worship unnamed entities known only as the ancient astral faith. There is one leader among their faith named Ryth, who is allegedly a godhead figure from across the astral sea and outer space. It is said that he once visited the dragons on Ishtarra and created the celestial dragons deep in the astral sea in their likeness. It is also said that the elves of Simal’tor had received him on a visit as well.

To say that these races worship Ryth or the astral entities is a stretch. These races recognize that there is much more out in the cosmos than just the planet that they live on and use that knowledge to guide their actions in a much more enlightened way.

  • Seafaring – Tradewinds, routes, and high seas areas. Mariner legends and pirate legends.

  • Items – Magic items of legend

  • Creatures – Compendium of monsters/creatures.

  • Factions – Compendium of factions (will take a long time)

  • Guilds – All guilds for every continent (will take a while)

  • RAWGOH. – Just need lore and descriptions.

Coming Soon!!!

Ocean campaigns open up a whole new realm of dangers and possibilities for weird stuff. Armor is a liability,  determines how long you can hold your breath, athletic skills become necessary to do a sailor's job(climbing the rigging to furl/unfurl sails, etc, use rope, jump, tumble, balance, swim, all of them.)

A ship can be an amazing prize for characters that are starting to get to "hero" levels when they are generally stronger than those they are helping.

Bards support skills are great for a crew. Rangers, Scouts and Rogues make great sailors as well. Even a fighter with a reasonable INT score could get most of the skills you'd want.

Clerics, Wizards, and especially Druids are insanely useful in a seafaring game.  You get a lot of really interesting animal companion choices. Large squid gets enlarge animal cast on it making it a huge squid and boom, kraken. Call lightning is serious artillery in high winds. Fireballs wreck sails, warp wood can spring a leak or disable a rudder, wind walls can stop enemy fire-arrows, and so on.

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