Risen Islands CampaignA Story by Kencampaign setting for a home brewed worldMythos of the Risen Islands Risen Islands HistoryThe Risen Islands were created as a gift to a Human queen whose name has been long lost to history. Only her moniker is known to this day, the God-Touch Queen. After the tragic death of her cleric husband by the hands of a necromancer, she swore to the gods that she would avenge him and build in his honor an empire worthy of his piety and devotion to the celestial realm. She not only avenged her husband, but grew a following as she laid waste to Necromancy cults seizing their strongholds and dominions. From those dominions she formed an empire that held the gods in the highest regards with temples that rose high into the sky. She ruled with wisdom and loved her people until she drew her last breath. During the height of her reign the gods blessed her with a chain of islands containing bountiful resources for her people to exploit. No other chain of islands held the beauty that the Risen Islands did. She built a grand palace on the main island as her vacation home and ultimately ruled from it during the last years of her life. Thousands of years brought enough turmoil and strife to see that empire fall and replaced in a cycle that ultimately led to the islands becoming forgotten and rediscovered multiple times over. In this time the islands have changed. Some have been warped and twisted while others grew into magnificent places full of wild magic. In the current age the islands are being once again settled by the Dwarven Confederacy, the Sea Elves, and the Haven Collective; a group comprising of many different races and peoples striking out on their own to form a new country with a Lord Representative for each race under an High Lord elected by the people from among the Lord Representatives. DM Note: The Queen and her late husband were High cleric Frederick Solan and Amelia Solan. Their empire was known as the Celestial Empire, Celest for short. The empire ultimately fell from a necromancy cult that overthrew the empire from within. The islands became a literal retreat for the queen’s daughter Hana who then assumed the throne until her death five years later by an assassin’s blade. The island fell to chaos and the history of the islands and the empire was lost as was the gods blessing over the islands.
Playing the Risen Islands The Risen Islands is a base template for Dungeon and Game Masters to use; complete with associated lore, factions, and cultural information. An emphasize on exploration and expansion should be placed on any campaign taking place on the Risen Islands as that is how it was designed to be played. There are many mysteries on the island and unresolved conflicts to fuel many years worth of sessions. Chromatic Island alone offers many exciting adventures through planer travel. Players should be encouraged to assist the Collective in expanding their villages and town or even settle onto other islands. Dealings with Highland could see the barbarians returned to the Collective or becoming the new power on the Island. An evil campaign could see the Eru Dragonborn conquering island after island enslaving the collective. The Argan Dwarves could rebel like the Collective or assist the host nations in retaking the collective. A campaign to find the lost history of the island could see interactions with the Celestial and Hellions. Endless adventure exists for those willing to cast off, raise anchor, and sail to find it.
Hana Island Hana Island is the heart of the Islands as well as being the largest. Explorers who (re)discovered the island found a broken slab of stone with “Hana” etched into it in the human alphabet. They deemed this an omen and named the island Hana. Hana Island is most notable for its wide variety of Flora and Fauna. The Islands boasts several ecosystems with some intertwined with others and some standing alone. The Starcrest Mountains are the highest mountains on Hana Island with white snow caps adorning the two most northwestern peaks. The Sol River has its headwaters in these mountains and flows down through the Sol Valley before connecting to the Island’s major river, the Falling River. The Emerald Mountains are north of the Starcrest Mountains and get their name from the dense green vegetation that grows along its ridges despite some of the mountains having some near vertical faces. The Twilight pass is the safest route past the Emerald Mountains to the Golden Highlands which sits high upon the Northern Cliffs overlooking the boundary waters of the Tradewind Ocean and Coral Sea. Norpoint Cave, a popular pirate and smuggler hide away, sits at the base of these cliffs. The forests of the island are widespread and varied. The Callingwind Bamboo Forest dominates the northwest portion of the island and is considered by the dwarves to be a natural maze best left unentered. To the south of the Starcrest Mountains is the Coral lake with its own miniature coral reef and its Arbor Grove of colorful flowering and fruit bearing trees. The Falling River seperates the lake and forest from the Town of Doven, a mostly elven community. Further south of Doven are the Southern Wetlands and the Haneru Channel further south still. The Serenity Stand is a small wooded area west of Redshire Village and to the East is the Elder Forest. The Serenity Stand is a magical dead zone and often used as a meeting place between magic wielders who want to settle their differences in a diplomatic manner. The Elder Forest is a wild magic zone with a thick canopy that completely blocks out the sun in some areas. The Denizens of Hana Island The Dwarven Confederacy It was the Dwarven Confederacy that made the first move to settle the island. They built a trade post on the first shoreline they landed on, setting their sights on nearby mountains. The Dwarves have made no move to expand their land holdings outside of improving upon the trade post known as Argan City and the Gold Road that runs from the city to the mountain mines they control in the Starcrest Mountains. The Dwarves have a strict policy about letting non-dwarves into the city. The Governor of the city Flint Fireforge controls the entry and exit of all foreign traders that sail through the Argan Port. The City is given a Brigade of four thousand soldiers and eight warships with sixteen hundred sailors to protect its interests. Almost every single mined material is sent across the ocean to the dwarven fatherland, Granik. Some trading is done on island, but not before being vetted by Flint himself. Trading initiated by the Dwarves usually occurs in the village of Rivercrest.
The Haven Collective The Haven Collective began first as a trade initiative. Once the Collective had sailed south around the island they came across Wavebreak Island and the calm clear waters it created in Hana Island’s southern most bay. It was near this bay that the Collective first set up its outpost which tripled in size after two short years. All manner of races flocked to the growing city, not because of its trade prospects, but for the sheer beauty of the island and the secrets they wished to discover in its wilds. After the Collective voted to declare its independence from its host nations it brokered a deal with the Argan Dwarves. The Dwarves would get exclusive trading rights with the nations across the oceans for twenty years and in return the dwarves would construct the City’s walls to defend the city from the wrath of the host nations as well as two forts on Wavebreak Island. The forts did their job so well, that no ship was able to breach into the bay despite the severe damage Fort Wavebreak sustained during three long months of fighting. No actual peace was negotiated. The host nations stopped sending ships and no one has seen any sign of them since. New Haven City is the seat of power for the Collective. The Lord Representatives conduct the business of government in the East Gate District of the city petitioning for their respective races. Despite variations in subraces, all subraces of a race fall under a single Lord Representative for that race. The Current High Lord is High Lady Amberlynn Trelian, a high elf, who assumed the office after an emergency election due to the death of former High Lord Jorn High-Shield, a human, who was viciously attacked by a giant boar during a visit to Redshire. The office of High Lord is held for a decade before reelection. The Collective has since spread out of its walls. The town of Doven, a mostly Elven town is home to the first mages guild. Its research into the history of the Islands is gaining renown among the citizens of the Collective. The largest farm owned by a single Individual is located just outside of Doven. Its proximity to Coral Lake and Arbor Grove make it a popular destination for scholars, herbalist, and alchemist alike. Redshire Village handles the growing of the crops and husbandry of animals for the Collective. The soil is rich and the forests flanking the east and west sides of the village provide plenty of game to feed the city. Rivercrest is the smallest village with only a few services and less than a hundred citizens, but none-the-less holds an important mantle for the Collective as the meeting grounds for the Argan Dwarves in matters of trade and negotiation. The village sits next to the Falling River. The Haven Collective has since upgraded their forts in the last thirty years since the last battle occurred with a host nation. Forth Wavebreak and Fort Haven today stand as a symbol of independence and an intent to forge a new nation on Hana Island. The highest towers of each fort also serve as lighthouse to guide ships safely into the bay.
Township of Highland The township of Highland sits on the Northern Cliffs. Surrounding the town is an earthen wall and simple wooden towers. The township is separated into family units inside the wall. The Highland Settlers as they like to be called live in yurts, round homes made of wood and canvas or wood and mud. They put grass on the tops on many of the yurts and though this helps them keep their homes cool in combination with the mud, they do have fire and pest problems from time to time. The Highland Settlers are an all human group that split away from the Collective during the war with the host nations. They ran from New Haven hoping to escape so deep into the island that the nations wouldn’t be able to find them. After discovering the Twilight Pass and the cliffs, they decided to build a fort of their own. Sickness and accidents decimated their numbers leaving them with a band that has struggled to survive ever sense. They will not respond to attempt to go get them to return to New Haven.
The Regions of Hana Island
Haven Grasslands The area around New Haven City is a lush grassland with flowing green grass and grazing herds of animals such as deer and wild sheep. Both goblins and kobolds have been sighted on the grassland. Many believe the host nations transported them to the islands to harass the Collective. Regardless of the occasional goblin threat, giant beasts can be truly deadly, especially the giant boars that roam the grasslands. A well beaten dirt road extends through the Haven Grasslands to the other Collective settlements. Talk of laying down an actual road has been heard recently since each settlement is a couple of days to a week worth of travel.
Elder Forest The largest forest on the island is the Elder Forest named for its thousand year old trees. Few have ventured very far into the forest and no one has made it to the heart of the forest. There is still much to learn about the Elder Forest and its thriving community of flora and fauna. A small section of it is home to a small camp of wood elves, gnomes, and humans who conduct expeditions in an attempt to map and learn about this massive forest. It is also the main source of lumber for the Collective. Magic users are cautioned from casting while in the forest due to too many wild magic surges.
Southern Wetlands The Southern Wetlands are less of a bog and more of a thriving river delta and estuary. Much of the area is shallow pools interconnected by small streams that feed into the Falling River. These pools are filled from underground sources and heavy rainfall. The wetlands have been known to flood quite often during the winter months. The close proximity of the ocean also makes this area a home to both fresh and saltwater species. Not every pool of water here is freshwater. The closer to the ocean one gets, the more likely they are to find ocean tide pools.
Arbor Grove A natural orchard, the Arbor Grove contains mostly fruit trees with some nut trees. The town of Doven has taken special interest in the trees; leading them to start working on a small plantation settlement. The pineapple tree was a new species to the Collective when they arrived on the Island. Clashed with renegades from Outland over the fruit has caused the Collective to add extra guards to the Town of Doven.
Coral Lake Coral Lake, so named for a reef that was survived the Rising, is one of the largest reasons the Town of Doven is so popular. Being a saltwater lake, many use it as a rejuvenating area, claiming the salt water does wonders for health and stress. The reef has enjoyed protection from overharvesting by a declaration from the Half-Elf mayor of Doven, Sara Birchwood, a long time advocate of sustainable harvesting practices.
Sol Valley Little is known about the Sol valley due to the Argan Dwarves patrolling the area. Attempts to breach past the Sol River, or through the various mountain passes have mostly ended poorly. Only a few intrepid adventurers have returned with reports of a massive mine the dwarves are working out of. A mining outposts supports the Argan Dwarves. The main entrance is a natural cave with a rail system that runs to the outposts. All manners of gems and metals have been pulled from the mine, yet the dwarves never seem satisfied as they sift through the minecarts. Its as if they are looking for something in particular.
Calling-Wind Bamboo Forest The calling-Wind Bamboo Forest is forbidden by the Argan Dwarves’ governor due to surprisingly high missing dwarves reports. Many dwarves claim that vengeful spirits roam the forests killing anything that lives. Others claim that elementals have claimed the forest as their domain. One eccentric dwarf, now executed, claimed that creatures from the sky crashed into the forest and are protecting something, but this claim is discounted due to the intoxication of the dwarf at the time. One thing is true, no one who has entered, has exited.
Emerald Mountains and the Twilight Pass With tall peaks and thick vegetation, the Emerald Mountains are nearly impassable, save for an extremely narrow pass known as Twilight Pass. This pass is now under the guard of the Highlanders of the Township of Highland. The mountains do provide a most vital resource, the headwaters of the Falling River. Many people claim that the headwaters contain the purest water blessed by the gods themselves, but no one can reach the headwaters at this time.
Golden Highlands A grassland with very little tree coverage, the Golden Highlands are a windy plains with poor soil for farming. The Highlanders who live here have had to survive by any means necessary. A strong sense of pride keeps them from moving; though rumors say they are running low on resources. Rivercrest has attempted to trade with the Highlanders, but were turned away. The citizens of the village claimed the Highlanders were, “most barbaric”.
Serenity Stand A magical dead zone, this forest is the meeting point for magic users who wish to conduct business without the potential for magic interference. Even beasts with ties to magic or another plane avoid the trees and the land around them. Enchanted items cease to function here. The village of Redshire sits between the Serenity Stand and the Elder Forest; its citizens report unusual happenings in the village between the two locations.
Norpoint Cave and the Northern Cliffs Tall cliff faces and tide pools littering the base, the Norpoint cave is a haven for smugglers who can sail small and medium sized ships into the cave. Inside is a complex built as a lawless zone where loyalty is ever shifting and strength comes in the numbers one commands. Shay Conner and his crew have been seen anchored not far from the cave; which sailors find odd due to Conner being hated by other pirates. Some believe that Conner has won the loyalty of the smugglers causing his fellow pirate captains to set bounties on his head.
Starcrest Mountains The mountains surround the Sol valley, contain the headwaters for the Sol River, and have become heavily mined by the Argan Dwarves. High enough to have snow crest peaks and wide enough to be place villages upon, the Starcrest Mountains are easily the most recognizable feature of Hana Island. They are the natural boundary between the Collective and Argan. Named for their height, the Starcrests are not currently volcanic, but they are rumored to be the remnant of a massive volcano that went dark during the Rising by the Celestials. Other claimed that the Rising was caused due to the Celestials seeking the Volcano off prematurely to Maon’s Grand Schedule, since only a few sentences of the island’s ancient history exist.
Eru Island
Eru Island is southwest of Hana Island, separated by the Haneru Channel. The only volcano in the region sits on this island making it fertile from the ash the volcano spews out. Active lava flows from the volcano at all times. The Helanbach forest sits on the southern portion of the island. The forest heart has a different name, Gnarlwood. No one knows what twists the trees or why perfectly healthy trees will one day turn black and twisted, oozing dark sap. The Dragonborn have thrived on this island since the days of the Trade Rush. The city of Helanbach was never intended as a trade post, but as a Haven for Dragonborn to live apart from the rest of the races. Helanbach has a rigid caste system that is power and clan based. The city is arranged in a circular fashion with the closest rings to the volcano being the highest tier citizens. Anyone none dragonborn is either a slave or a meal. Outland village is the home of outcastes and misfits. It is largely ignored by Helanbach. Outland Village does do minor trading and smuggling, but all in secret for fear of Helanbachs wrath. The road between the two locations is barely more than a dirt path. The Caste system of Eru Island consists of the High Nobles living on the closest ring to the volcano, know as the Ring of Fire. These Dragonborn wear red sashes. The second ring is the Ring of Stone whereLlow Nobles reside with their rank denoted as black sashes. The Ring of Earth is the third ring with the brown sash wearing Upper Commoners. The Lower Commoners wear grey sashes and reside on the fourth ring, the Ring of Smoke. Outcasts who are called to enter the city for any reason are forced to wear a green sash; such time may include tribunal summons or execution.
Cradle and Coral Islands Cradle Island and Coral Island exist one inside the other with Cradle Island almost completely surrounding Coral Island. Cradle Island is an extremely mountainous island with hardy, thick vegetation. Coral Island being much smaller is home to a single curved mountain known as Dragonspine Mountain that surrounds thick jungle, but like Cradle Island surrounds Coral Island. Palm groves grow on the edges of Coral Island. Coral Island gets its name from the Coral reefs that grow around its waters. The unique formation of the two islands offers a safe harbor for many varieties of sea life.
Chromatic Island It is unclear how so many color pools came to be in one place, yet Chromatic Island is home to every type of color pool known to modern scholars. Pool Mountain as it has become known as is home to these pools. It is also home to the headwaters of the Crystal River which flows into Crystal Lake. Crystal Lake gets its name for the crystal formations found at its bottom. It is not uncommon for creatures and denizens from other planes to stumble out onto this island.
The Shattered Island The Everstorm Ocean is named aptly due to the constant presence of hurricanes and thunder storms over the ocean. The Shattered Island is the sole barrier of these storms and the rest of the Islands. Vegetation is scarce on the Island and not at all present on the east side. A gaping rift in the island sits like a scar in the center of the island. Towering rock formations rise out of the ocean on the eastern coast which has led to thousands of years worth of shipwrecks entering or trying to escape the Everstorm sea. The western edge of the island is the coral sea. Like many locations around the Risen Islands with the Coral name, it is due to the strong presence of coral reefs. One such reef surrounds the Levian Hole, a deep blue hole that drops deep into the world’s crust.
The Bounty Sea The Bounty sea appears like a gentle, calm sea with excellent fishing. Underneath the waves; however, lies a secret unknown to the citizens of Hana or Eru. The highly reclusive Sea Elves have lived beneath the waves for hundreds of years. Not to be mistaken for Merfolk, the Sea Elves have habitats that support lung breathing as they are an amphibious races. Their origins are unknown and as a subrace of elves they are not even listed in any tome or scholarly paper. A light Mist covers the sea when the Sea Elves surface in large numbers for any reason. DM Note: The Sea Elves are descendant from wood elves who through ancient and now forbidden magics have adapted to life under and above the water. In the current age the Sea Elves will emerge due to either a crisis or growing curiosity with the new development on the islands.
Factions, Organizations, and Groups The High-Shield Pikemen In the wake of Jorn High-Shield’s death, A group of former mercenaries and soldiers who supported Jorn, created the High-Shield Pikemen. Their goal was to defend the villages from any manner of raging beast. They have also accompanied the current High Lady on her visits from New Haven to the other settlements. Motto: “Pikes Forward!” Symbol: A shield and a pike standing upright in front of the center of the shield Goal: To defend against beasts and protect the High Lord/Lady Rankings: Grand Captain- Captain- Lieutenant- Sergeant- Corporal- Pikeman DM Note: The High-Shield Pikemen as a group is considered Lawful Good
The Red Band Pirates Easily identifiable by the red sashes and bandanas they wear, these pirates only target Argan Dwarven trade ships. Their Captain Shay Conner lost his wife during an altercation with the dwarves turning the young merchant into a cold-hearted pirate with vengeance on his mind and blood on his hands. His crew is intensely loyal to him and his plight. Many of the crew had either poor dealings with the dwarves or knew the Conners personally. Motto: “By her Blood be judged” Symbol: A red chevron with three black skulls, two above, and one below Goal: To bring disrupt the Argan trade routes until their dying day Rankings: Captain- First Mate- Second Mate- Pirate DM Note: The Crew as a unit is considered Lawful Neutral
The Spider’s Web The Drow elves make up around one percent of the population of New Haven. Many of them are members of the Spider’s Web, an order of assassins who specialize in poisons. The assassins will never break a contract once its been taken. They are efficient and determined killers. Motto: “The web is spun” Symbol: A web behind a red palm Goal: Follow the contract from start to finish in its entirety and without fail Rankings: Lloth’s First Daughter, High Spider, Spider, Low Spider, Webling DM Note: The Web is considered Lawful Evil
The Conservatory The Conservatory is a scholarly group of clerics and druids who believe the natural beauty of the Islands should be preserved, but also cultivated. They encourage lumberjacks to plant two trees for each one they cut down. Many of their number serve as veterinarians and botanists. Motto: “For the greater beauty” Symbol: A flower and sun combined Goal: To cultivate and preserve natural beauty Rankings: Grandmaster Conservator, Master Conservator, High Conservator, Conservator, Novice Conservator, Sprout Conservator DM Note: The Conservatory is considered to be Neutral Good.
The Waverunners The Waverunners are a group of smugglers. The have a live free, die free attitude. They don’t have a preference of target or to whom they sell too. The waverunners prefer to hunt around the Bounty Sea making runs through the Coral Sea to their hideout in Norpoint Cave. Motto: “Live free and gold spend” Symbol: A golden wave Goal: Profit from other’s loss as much as possible Rankings: Captain, First Mate, smuggler DM Note: The Waverunners as a smuggling crew is considered to be True Neutral.
Cult of the Bone The Cult of the Bone is a necromancy cult that worships death, but has no interest in the afterlife. They scour the island looking for any useable corpses for their experiments. They don’t mind whether the corpses they obtain be intelligent life or animal. Motto: “In death, life” Symbol: A skeletal hand Goal: To learn from death and the act of dying Rankings: Bone Master, Boneman, Raiser, Digger, Initiate DM Note: The Cult of the Bone is considered to be Neutral Evil as an organization. Doven Mages Guild The Doven Mages Guild was founded a year after the town when it was still a small settlement. The goal of the Mages Guild is to both teach the next generation of magic wielders and further the magical community through research and study. The highest ranking members of the guild pooled their resources to build an expansive academy with a tower dedicated to each of the schools of magic. These towers also house the students of that school. Motto: “Knowledge and Practice” Symbol: A tome surrounded by eight orbs colored; Silver, Brown, Gold, Blue, Red, Purple, Black, Orange Goal: To both teach the next generation of magic wielders and further the magical community through research and study. Rankings: Arch Sage, Sage, Arch Mage, Mage, Fellow Mage, Apprentice, Novice DM Note: The Guild as a whole is considered to be Chaotic Good.
The Burning Sickle The Burning Sickle is an anarchist group that started as disgruntled farmers who felt their hard work was supporting a city of ungrateful people who spent all their time playing instead of contributing. They began revolting and boycotting. After seven months the group was pushed out of the area and their farms seized. They have since raided farms and burned crops to harass the city. Motto: “Burn the Collective” Symbol: A flaming Torch Goal: To disrupt the Collective’s government Ranking: N/A DM Note: The Burning Sickle as a group is considered Chaotic Neutral
The Unholy Order of the Death Knights Kidnapped at birth or from among orphans, these unholy paladins serve the darkest forces from the most hellish realms. Their aim is to slaughter and see the world turned to waste and ash. Their minds are warped beyond repair and they get intense pleasure from the evil acts they commit. Black Knights and above are awarded a Nightmare. They come to the islands rarely, but when they do, they spill out of portals and cause as much havoc as possible until they’re all dead. Motto: “The Darkness rides with us” Symbol: A skeletal horse with fire around the hooves Goal: Kill anything that lives. Ranking: Grandmaster Knight, Master Knight, Black Knight, Grey Knight, Black Squire, Grey Squire DM Note: The Unholy Order of the Death Knights is a Chaotic Evil organization as is each of its members. The only knights to have appeared on the islands have been Grey Knights and lower.
Races of the Risen Islands Humans Humans are the most abundant and versatile race present on the islands. They have begun to adopt ocean themes in their fashions to include adorning their hair and clothes with shells and scales. Humans on the islands posses a spirit of adventure unlike the other races, as they race to explore every nook and cranny of their new home. Human Variant: The Islands have made humans healthier and full of life. Humans can take a +2 to constitution, base swimming speed of 35 feet, and a feat of their choice.
Elves
High Elves High Elves have lived very closely with their human counterparts while on the island. High Elf and Human ancestry accounts for seven out of every ten Half-Elves. High Elves on the islands have worked alongside their human explorers to catalogue and research their new home. High Elf Variant: High Elves can substitute for a skill instead of taking the extra language perk.
Wood Elves Wood Elves have taken to the island in a way many have not. Their houses are little more than pavilions with hammocks strung up on poles. They are often found around fires telling stories and looking up at the stars. They’ve quickly learned to adapt the new flora and fauna, making new basket styles, harvesting coconuts, and inventing new dyes. Wood Elf Variant: Wood Elves can substitute Fleet of Foot for an artisan skill of their choice and a +1 to dexterity.
Drow Those Drow that exist on the island tend to be regarded in the worst ways. Most Drow take on the dirty and unlawful jobs. They usually don’t show their faces during the day. Not all Drow follow this way of life and some go above and beyond to prove that to their neighbors. Drow Variant: Drow on the island replace their Charisma score +1 with the Stealth and Intimidation Skills.
Sea Elves This ancient race of Elves live in underwater structures that are interconnected to one another. They have the most in common with wood elves on a physiological level, but with a blueish, greenish, or blue greenish hue to their skin. Their hair tends to range from white to black with blue, green, and even purple. Sea Elves are a mostly reclusive race that only recently revealed themselves to the new inhabitants of the Island. Sea Elves have gills near their ribs that they use when they swim Ability Score Increase: Sea Elves Dexterity and constitution both increases by one Age: Sea Elves can live up to three centuries and usually reach maturity around age 30 Alignments: Sea Elves are more neutral as a race but tend to not lean towards an evil alignment Size: Sea Elves are medium with heights between 5 to 6 feet and with slender frames much like other elves. Speed: Base walking speed is 25 feet and base swimming speed is 40 feet Water vision: Sea Elves have dark vision up to 120 feet while under the water and their brains can adjust for light refraction giving them advantage on perception checks in the water. Language: Sea Elves know elvish and one exotic language of their choice. Sea Elves can know common in place of an exotic language. Amphibious Nature: Sea Elves can breath underwater Sea Elf Weapons Training: Sea Elves have proficiency with spears, javelins, and tridents
Dwarves
Mountain Dwarves Mountain Dwarves in the Risen Islands are solely from Argan City. Most of their loyalty is to their homeland and the various trading companies they represent. Their alignments tend to lean more neutral than good. Their unified goal is to build an empire that rivals all the empires in history. Mountain Dwarf Variant: Mountain Dwarves start with +2 to their strength, Dwarven Armor Training, a skill of their choice, a guild letter of endorsement if they don’t take the guild artisan background, and 500 Gp.
Hill Dwarves The Dwarves of the Collective are Hill Dwarves. They are deeply kind and considerate of others. Their alignment is almost always lawful good. Not as skilled in stone and metal craftsmanship as their mountain kin, Hill dwarves instead prove themselves as able lumberjacks and carpenters. Hill Dwarf Variant: Hill Dwarves start with a +2 to wisdom, Dwarven toughness, and a feat of their choice.
Dragonborns
Metallic Metallic Dragonborns live mostly on Hana Island shunning their Chromatic kin on Eru Island. There are typically found in labor intensive careers due to their hardy nature and great strength. It is not unusual to find Dragonborns sunbathing on beaches or enjoying the water, as the sun and salt do wonders for their bodies. The Metallics are not as bound by clan ties as the Chromatics. Metallic Dragonborn Variant: Metallic Dragonborns get the Blessed Ancestry perk allowing them to take a cantrip from the Cleric’s spell list.
Chromatic Chromatic Dragonborns settled the island of Eru and keep an isolationist mentality. They formed a highly structured social hierarchy and social code that they live by. Strength and Fortitude are traits they use to assess ones status among the clans. Chromatic Dragonborn Variant: Chromatic Dragonborns get the Cursed Ancestry perk allowing them to take a cantrip from the warlock’s spell list.
Gnomes
Forest Gnome Few in number, the forest gnomes tend to stay close to wood elves as they share a love for the wilds of the islands. They are the best climbers on the island despite their small stature. Most Forest Gnomes have taken to farming and are the only race to try crossbreeding plants. They are natural green thumbs. Forest Gnome Variant: Forest gnomes get advantage on perception checks involving plants.
Rock Gnome (Tinker) The City of New Haven credits its Tinkers for many of its innovations, such as its aqueduct system and its Winged-Couriers. Rock Gnomes, young elves, and young humans act as couriers using gliders of rock gnome invention to deliver parcels to the other villages in an expedient manner. Brave couriers have even delivered to sailing ships. Tinker Inventers are constantly at work to keep the Collective ahead of Argan and the host nations that they fear will return. Tinker Variant: Tinker Community Perk. The closeness of the Tinkers of New Haven have made clockwork toys of superior quality. Toys no longer need repair unless they are damaged and the amount of toys that can be active increases to five.
Half-Elves Half-Elves share a unique position in the islands, loved by both humans and elves, these intrepid individuals have limitless opportunity. Found in almost every field on the Island, Half-Elves are a small, but formidable presence on the islands. Half-Elves do not get represented by a Lord Representative, but fall jointly under the Human and Elf Lord Representatives which has served to bring the two races closer together than ever before. Half-Elf Variant: The Half-Elves of the Risen Island have two of their ability scores increase by 2.
Half-Orcs Half-Orcs on the island outnumber the Drow only by a hundred or so. Many Half-Orcs take the worst jobs since the Metallic Dragonborns are the favored race in regards to strength. Treated only a little better than Drow, many Half-Orcs still fall into illegal business and underground fighting rings. Half-Orc Variant: Half-Orcs can sacrifice their relentless endurance for a feat of their choice.
Halflings
Lightfoot Taking advantage of the Glider’s made by the Tinkers, many Lightfoot Halflings enjoy being couriers or just exploring the land from above. They have become the best fliers on Hana Island and have begun competing in aerial races. They can also be found in taverns as minstrels and many are notable hunters. Lightfoot Variant: Lightfoot Halflings can replace their charisma +1 with a dexterity +1
Stout The hardy Stout Halflings have made a name for themselves as fishers and sailors. More nimble than most on the riggings and able to haul net with the best of them they have proven themselves as valuable members of any crew. Those Stouts not working the ships find themselves among the miners, loggers, and farmers, though a few have stood out as artisans. Stout Variant: Stout Halflings can replace their constitution +1 with a strength +1
Tieflings The Tieflings of the Collective have worked as a group to rise above their Infernal heritage and become honored members of the new society. They work hard to guide young mages in the Mages’ Guild or serve on any of the many expedition teams that explore the island. There are some who have succumb to their darker desires and other who monopolize on other’s dark desires. The only brothel on the island is run by a Tiefling Mistress. The brothel is tucked away out of sight so as not to draw the eyes of the Lord Representatives. Tiefling Variant: Tieflings have the Silver Tongued perk in the Risen Islands which grants them the persuasion skill and permanent advantage in the skill.
Other Races
Any Races that exists in the 5th edition of Dungeons and Dragons that are not included, may be used. In order to Play in this campaign and keep continuity, the Character is found washed ashore after trying to traverse the Everstorm Ocean. They have no recollection of who they are or where they are from. DM discretion on whether or not they regain their memories.
The Risen Island Pantheon The world, with the exception of Dragonborn and Drow, share a collective pantheon. The gods and goddesses of this pantheon reside in the Risen Island’s Celestial and Nine Hells realms. Angels are the servants of the Celestial Deities; acting as messengers, guardians, and custodians. Devils perform similar functions for the deities of the nine hells. It is hard for some to believe in the imperfect, yet ever-living beings of these two realms, leading many to call them myth. Some even believe that there is a single greater, more perfect power that rules over all the planes, yet no evidence has not been found even by the Celestials or Devils, the greatest of which can not remember when they came into being, a void blocking their memory. The Celestials are represented together as a compass. The Hellions together are represented by an “X” inside a diamond. DM Note: There is indeed a singular power greater than the Devils and Celestials, but that being is imperfect… you. It is up to you if that fourth wall remains intact or is broken. You ultimately will reshape and add to this world as you see fit.
The Celestials
The Architect- Maon: The father of the Celestial gods and goddesses as well as the grand designer of the material plane. Maon is described a thoughtful god who values the acts of creating, planning, and art. The scientific theories that govern the world are attributed to Maon. His symbol is a golden drafter’s compass standing on a rolled scroll to represents his creating hand and the secrets unknown to mortals. He is Lawful Good. The All Mother- Elia: Elia is the wife of Maon and the mother of the gods and goddesses of the Celestial Plane. She is considered also as a goddess of charity, love, fertility, the hearth, and Justice. It is Elia who determines when a soul get reincarnated. The greatest souls get washed by her hands, blessed, and given greater opportunity in their next life. Those souls that nearly missed being damned go through a lengthy cleansing process in hopes that their next life finds them more virtuous. Her symbol is open, cupped hands with a blue orb representing her holding of the world’s souls. She is Neutral Good.
The White Witch- Samil- Samil represents the goodness in magic and its capacity to heal and mend. She and her twin brother Ord were the first children of Maon and Elia. Their birth brought magic into the world and altered their father’s carefully crafted scientific processes. Instead of destroying the magic, Maon saw it as a unique improvement upon his work and decided to make his children the stewards of this new force. Samil is considered to be a thoughtful like her father, but with her mother’s charm. healers and paladins who face the undead all over the world pray for her guiding hand. Her symbol is a shepherd’s crook with a white wrapping around the central portion of the haft representing her dominion of healing magics. She is Lawful Good. The Black Mage- Ord: Ord is more serious than his sister Samil. His magic only brought destruction in his early years of godhood. His father became increasingly concerned and considered banishing him for fear of his power, but Elia urged Maon to find an alternative. It was Elia and Maon’s love for their son that helped reshape his magic to be a force of destruction to cleanse, to alter and reshape the world, and more. Ord is considered to be the father of magics that do not involve healing, mending, or summoning as those are his sister’s domain. His symbol is a black staff with a diamond tip representing his elevation over his destructive nature. He is Chaotic Good.
Lord of the Ocean- Calder AKA the man in the Sea- Calder, Tera, and Zeph were triplets born of Maon and Elia after Samil and Ord. Calder came first and inherited the greatest portion of the material plane. Calder is charged with the protection of the world’s waters and those creatures that reside in it. With so much of the material plane to watch over, Calder often charges lesser spirits to watch over certain freshwaters so he can focus on the Seas which he claims needs the most careful of hands. His symbol is a pearl with blue wave emblazoned on the pearl representing the bounty and force of the seas. He is Chaotic Good. Lady of the Earth- Tera- Tera was born shortly after Calder and came to inherit the earth. She is charged like Calder with its protection and its changes over time. She follows a strict schedule given by her father that dictates the natural phenomenon that are suppose to occur to keep the material plane healthy. Tera is considered a rough and tumble goddess who sneaks down to the material plane to play among the mortal beings. She is rumored to have had several children with mortal beings and creatures. Her symbol is a great tree growing from a boulder representing the persistence of life. She is Neutral Good. Lady of the Skies- Zeph- Zeph was the last of the triplets and unexpected, but so as not to diminish her importance to their family, she was granted as the protector of the skies and the weather. Zeph takes her job very seriously and follows her fathers weather patterns to the letter. When mages mess with the weather, Zeph is known to get angry with her older brother and sister Samil and Ord, which almost always causes discord in the Celestial realm. Her symbol is a cloud half white and half black with a lightning bolt arcing from the black portion representing her stewardship over the skies and weather. She is Lawful Good. Lord of the Void- Tynan- Born of Samil, with father unknown, Tynan was granted the last dominion left, the night sky and its vastness. Tynan is given the same status as his aunts and uncle, but is often quiet and somewhat removed from them. His mother is extremely protective of him and his uncle Ord is said to have been his closest father figure. Dreamers, sailors, and those who feel lost or hopeless call out to Tynan. His symbol is a silver four point star in a black orb representing his good nature and his stewardship of the Cosmos. He is Neutral Good.
The Hellions
The Corrupted- Non: The patriarch of the dark gods and goddesses, Non looked upon the creation of Maon and was filled with contempt and hatred. No one knows why he was so revolted by the material plane, but he swore an oath to see it twisted beyond Maon’s repair. Souls that are too wicked and evil get consumed by his Hells to become new devils, his answer to the angels. His symbol is a three black orbs dissected by a black ring symbolizing the corruption of life, the soul, and the mind. He is Chaotic Evil. The Seducer- Subis: Subis was always by Non’s side and birthed his children, Tabith and Drun. She is an unfaithful wife though, just as he is an unfaithful husband. She is the only known of the four highest gods and goddesses to walk the material plane. Her children with mortals become either an incubus and succubus depending on the sex. Her symbol is two pairs of red feathered wings on a black heart representing her seductive and twisted being. She is neutral evil.
The Taboo Witch- Tabith: Much like Samil and Ord, Tabith and her twin brother Drun came into being with great magic, but hers, was a dark magic. She is the mother of Necromancy and the darkest magics that plague the world. She openly opposes Samil. Her symbol is a scroll in a skull’s mouth representing her taboo magic. She is Lawful evil. The Overflowing Mage- Drun: Drun is fixated on Ord and believes that together they can overthrow their parents and rule all the Planes. This is a plan Drun keeps hidden, but has approached Ord personally many times about, and was rejected each time. Drun refuses to give up on Ord though. Drun represents out of control magic; he himself, acting impulsively and erratic on many occasions. Mages who overdraw magic or attempt rituals far beyond their ability can lose their souls to Drun. His symbols is a burning scroll representing the uncontrollable nature of dark magic. He is Chaotic Evil.
The Plague Bringer- Pestil: The unholy union of Non and Tabith, Pestil brings disease and death wherever she roams. She is credited for wiping out entire civilizations in days. She is uncaring to the plight of mortals, forsaking the sanctity of life. Her symbol is smoke emitting from a skull’s mouth representing her infectious nature. She is Chaotic Evil. The Famine Bringer- Locus: Drun and Subis’s son, Locus is much like Pestil in the capacity for mercy or caring. His horde of insects and salty touch withers plants leaving them infertile and unproductive. Locus disregards Pestil as lesser than himself and a challenge between the two requires Samil’s intervention alongside Calder and Tera. It is the mortal’s cry for help that alerts the Celestials to these events. His symbol is a white spotted black beetle representing famine. He is Chaotic Evil. The Master of Lies- Marion: Marion like his father Non, despises mortals and delights in his ability to get them to destroy one another. He poisons their minds causing paranoia and insanity. Many coups have been schemed due to his involvement in someone’s head. Only those with wicked hearts can be infected by him, but even a shred of darkness can be his stepping stone. His symbol is a silver tongue with black lips representing his vile intentions and his charismatic speech. He is Neutral Evil. The Mistress of Vice- Luvy: Subis’s pride and joy is her daughter Luvy. The outcasts of the Nine Hells, Luvy has the capacity for love, but it’s a twisted and tainted version that leads her to walk among mortals delighting in all manner of vices. Luvy secretly plots against her siblings to protect the mortals she enjoys playing with, but does so with care and secrecy so as not to be banished from the Hells. Her symbol is four black feathered wings on a grey heart representing her enjoyment of mortals, but twisted nature. She is Lawful Evil.
Paladins, Clerics, and the God-Touched
Paladins and Clerics are not bound to share the alignment of the god or goddess they have taken an oath to serve. Paladins have no direct communication to the deity they serve, but offer prayers and do the bidding of the high clerics appointed over them. Clerics over time can form a bond with the deity they have given their life to serve and from that comes dreams that are a form of communication with their deity. The God Touched are individuals born with the symbol of a deity on their body. They almost always share that deity’s alignment, but are not bound to become a paladin or cleric of that deity. They are born with the ability to directly communicate with that deity through trance. God-Touched are extremely rare. DM Note: Deities only take one to three God Touched mortals at a time, usually just one, and there is no set standard as to why they choose them. God Touched individual usually have a role in the world and are the mortal hands of that deity. If a player chooses to be God Touched and the DM allows it, they gain a cantrip of the DM’s choice and once per day get advantage on a throw of their choice by invoking their deity. God-Touched individuals can be touched by Celestials or Hellions.
Island Totems
Each Island has a Totem on the Island that contains the guardian spirit of the island. These totems where created by Ord and Tera to grant boons to worthy knights in the queen’s court. With the Queen’s blessing the knight would gain entry into the cloister that a high cleric guarded in order to prayer for the divine blessings of the celestials. Each knight was granted access to only one totem. Ord had specifically warned the queen not to allow more than one totem’s power to be granted to more than one knight lest that knight meet with terrible consequences. A knights granted boon became a mark of status. The totems and their temples were holy places that have since been lost to time. Their power was more than just granting power to knights; however. The totems could summon elementals to serve the queen and high clerics in times of crisis. Some were capable of imbuing objects with a lesser version of their power. Certain Totems could be used to call upon a deity for an extremely rare face to face meeting. Tynan most often answered calls made to him than the other Celestials. One of the Totems sat in the Palace of the Queen giving her direct access to her patron goddess Zeph, who she served before her crusade for all the Celestials. That Totem was stolen from her and hidden away. DM Note: The following are the boons, items, and information on each totem by island. The gifts of the totem are listed in order of greater, lesser, and minor. Only one gift was granted per accepted individual. Individuals denied were struck down. An individual who attempted to gain more than one boon suffered 10d10 psychic damage, activated the totem’s defense, and could potentially call down Ord (not in a good way). Hana: The Earth Totem: Granted the boon to turn ones body to stone once per day for an hour (AC 25) and still retain ability to move. Granted the staff of Arboria allowing the wielder to open a two way portal to Arboria once per day. Granted the Mask of Tera allowing the wearer to speak to plants. This totem can call on the goddess Tera and summons an earth elemental to protect itself. Eru: The Fire Totem: Granted the boon to breath fire (Use stats for red dragonborn breath weapon). Granted the Flame Tongue. Granted the Mask of Fire which granted fire resistance while wearing it. The totem summons a fire elemental to protect itself. Chromatic: The Force Totem: Granted the boon to project a destructive force wave from one’s body once per day causing 3d10 force damage. Granted the Bronze Horn of Angels (Horn of Valhalla). Granted the Mask of Thunder which allowed one to project their voice to great volume as well as protecting the wearer from deafening. The totem summons a Djinni to protect itself. Cradle: The Light Totem: Granted the boon summon a sword of light that deals 3d10 radiant damage. The sword could be summoned once per day for an hour. Granted the Amulet of the Sun which glowed in the presence of undead as well as shedding dim light in a 15 foot cone in front of the wearer. Granted the Mask of Light which granted the wearer Dark Vision for up to 90 feet. The totem summons an invisible stalker to protect itself. This totem can call on the god and goddess Ord and Samil. Coral: The Totem of Water: Granted the water breathing or water walking boons dependent on the individual to receive the boon and how the guardian spirit viewed the knight’s best interest. Granted the Storm Trident which deals an additional 1d8 lightning damage on a successful attack. Granted the Mask of Calder which allowed the wearer to purify up to a gallon of water once per day. This totem summons a storm elemental to protect itself and can call upon the god Calder. Wavebreak: The Totem of Wind: Granted the boon of flight once per day for an hour. Granted the ring of feather fall. Granted the Mask of Angels which allowed the wearer to speak with birds. Summons an air elemental and calls upon the goddess Zeph. Shattered: The Totem of the Void: Granted to boon of Dark Vision up to 120 feet as well as extinguishing all light in a 120 foot circle once per day for an hour. Granted the Wand of the Void which acted in the same banner as the boon but only to 60 feet and a 60 foot circle. Granted the Mask of Tynan which allowed the wearer to see invisible creatures and people while worn. This totem summons an invisible stalker to protect itself as well as being able to call upon Tynan. The Sunken City: The Stolen Totem of Electricity AKA the Totem of Storms: Stolen and Cast into the Sea. This Totem was a personal gift from Zeph to the ancient queen for her faithful service and intense devotion. Granted the Storm Call boon (use stats for blue dragonborn breath weapon). Granted the Rod of Lightning which contained three charges of the Thunderwave spell which recharged 1d4-1 each dawn. Granted mask of Zeph which allowed the wearer to resistance to lightning and thunder damage. This totem summons a storm giant to protect itself and never fails to contact Zeph, but for unknow reasons has fallen silent. The Sea Elves not knowing the true extent of its power us it to power their underwater city.
Culture, Fashion, and Quirks
The Haven Collective
The Haven Collective is a mix of cultures that are both separate and yet merging into a collective identity. Since declaring independence three decades ago, the citizens of New Haven have started to adopt nautical themes into their culture. Their national banner is a golden anchor on a blue field signifying their history as merchant sailors and their intentions of settling down on the island. Shells and scales have been turned into jewelry, added to pottery, and inspired many other aspects of the Collective’s designs and art. As the years pass the races are beginning to blend their styles more and more or collaborating to create entirely new styles. Their cultural styles however can still be found from the days when the collective sailed as a trade and commodity expedition.
Human The humans of the Collective are wide and varied in look and taste. They can, somewhat, be separated into three groups, based on geography. The Northmen Humans are mostly fair skinned with hair ranging from blonde to red with some dark varieties. They have blue, green, and hazel eyes. They tend to be hardy people with a strong sense of family. As warriors, they are among the elite as heavy shock troopers. As a group they prefer circular and floral patterns, such as vines embroidered on the cuffs of a jacket or hem of a dress. They value certain plants such as the Oak, which they have revered since ancient times as a symbol of eternal life. They have a strong connect to certain animals as well and are known for getting them tattooed to their body as a form of sympathetic magic, in an attempt to be more like the creature. Northmen are known for their tempers and love of drinking, but many still regard them as intensely loyal with a deep sense of personal honor. Eastmen have a strong sense of honor and duty. They are shorter and not as burly as the northmen. Their hair and eye color tend to be more blacks and browns. As warriors, they have created many schools of swordsmanship. Their ancient customs hold the chromatic dragons in the highest regards, but see the dragonborn as a pale imitation of those dragons. Their art is very nature based like the Northmen, but with a very different approach. The technique of watercolor painting was created by the Eastmen nations. The armor smiths of the Eastmen believe both form and function should be an artform, and as such, their armor incorporates masks of devils, dragons, and beasts with heavy uses of golds, silvers, blues, reds, and greens with lots of black. They hate humiliation, especially public humiliation. They are not known for insulting someone, yet when they do their tongue is as sharp as their blade. They will almost always put the many before the few. The Westmen share hair and eye colors of the Eastmen, but with skin tones ranging from tan to dark, deep brown. They are master horsemen who have perfected the use of cavalry on the field of battle, as well as excelling in battle field medicine advancements. They are just as hardy as the Northmen, but instead of facing the frozen north, the Westmen face the burning southwestern human nations. The Westmen of the Collective brought with them some of the finest breeds of horses known to the world. Their art is heavy in geometric shapes and calligraphy. The Westmen are private people who tend to keep to themselves until they are sure of another’s intentions. The loyalty is not easily divided, but they will put themselves or a cause they believe in above the many.
Elvish The Elves are very much like the humans in area of culture. The three major subraces of Elves are each unique and distinctly separate from the other subraces. The High Elves share many tastes with the Northmen Humans, which may account for their high intermarriage rate, but take those tastes further by translating their flowing style into architecture and pottery. The High Elves also prefer their fashion to be light and flowing. Their fashion can sometimes be extremely sheer or loose. They favor whites and silvers. High Elves make friends slowly and tend to be very calculating people. They are not usually rash or rude. The Wood Elves aptly favor earth tones and floral patterns as well. Their sense of craftsmenship falls in line with the Eastmen theory. Their bows and staves are considered to be exceedingly strong and beautiful. Their fashion sense is starkly different to their High Elf cousins as they prefer tight clothes and/or barely any clothing at all. Their personal sense of freedom dominates their culture. Wood Elves are even more reserved than the High Elves, but on the surface seem to be more approachable. Drow or Dark Elves are extremely reserved Elves with a heavy obsession centered around spiders. They are considered rude and uncouth individuals who will choose themselves over their own mothers. The women of the Drow are held in higher regards than the men within their society. Symbols that promote cunning and prestige are favored by these Elves.
Dwarvish The Hill Dwarves of the Collective are strong workers and welcomed friends. These merry dwarves value warm colors and earth tones. They shy away from whites are they are easily stained and fill their fashion with accessories and ornamentations. Symbols of fire, the home, and hospitality are the focus of their art and literature. Despite their small stature, they are renown for hosting the most lavish and joyous celebrations and occasions. It was said by one scholar that everyone has that one Dwarvish friend and without them the room wouldn’t feel as whole. A scorn Dwarf however is a dangerous foe indeed. They do not tend to be very forgiving.
Halfling Halflings love color and adore music and dance. Some halflings have entire ballads etched into their dinnerware or in the stitching of a favorite coat. There are similar to dwarves in their love of life, but are far more forgiving. Whether Stout or Lightfoot, it does not matter as long as the ones they care about are well fed, safe, and smiling. A halfling quirk is their deep love for their dinnerware to be made of wood save for the pots and pans. They differ in one aspect; however, Lightfoot Halflings prefer curved smooth shapes, and Stouts prefer more angular shapes. A stout plate or bowl is probably square.
Gnomish The Forest Gnomes long ago adopted Wood Elf art and styles, but Tinkers took mathematics and created art from it. Their furniture is highly sought after and is regarded as the most visually appealing, while having the best functionality. They claim to have discovered a “golden ratio” that they base their work and lives on. They seek balance in everything they do and create. Many Half-Elves share in their parents style tastes, but represents one of the largest demographic in relation to Tinker art and furniture purchases.
Dragonborn The Dragonborn of the Collective are kindhearted and fierce all at once. They value strength and restraint; as such their tastes tend to be in warm colors with angular, bulky buildings and furniture. Their art is described as bold, but lacking compared to the other races. Their music is also not as popular among the other races, as it has often been described as, loud crashing noises mixed with deep guttural screaming. These opinions do not phase the Dragonborn who understand that each race in the Collective is unique and should be allowed to express themselves freely.
Tiefling Tieflings in New Haven can be vastly different than the Tieflings from the Host Nations. They work for the betterment of all with little regard for themselves, except in the instance of personal space. The do not like being touched without permission and even an accidently graze can cause a Tiefling to at the very least berate the offender with a sharp tongue along with a warning sneer. They are slower to violence than their oversea cousins, but are still fierce battlemages who will tear and rend their foes in quick order. They tend to favor cooler colors and softer lines. They embrace images of mystery and/or virtues and have an insatiable love for puzzles. They are much like the Westmen with their own art consisting heavily of intricate geometric patterns and knots.
Half Orc Lacking in any form of visual art, Half Orcs make up for it in their rich drum and dance displays. The deep rhythmic booming has captured even the most reserved elf’s musical heart. Their bonfire rituals have been opened to other races in New Haven in hopes of bringing Orcish customs into view in order to foster understanding and garner acceptance. Half Orcs favor earth tones, and like their half human heritage have varied tastes which can account for a lack of common identity in regards to art and fashion.
Argan City Dwarves
An industrious people, the Mountain Dwarves of Argan City toil day in and day out to increase the power and prestige of their people. They believe laziness is the root of all evil and that to bring honor to one’s self, they must put their nation first, family second, and self last. Their engineers are the best in the world. Their public works are as vast as they are grand. Their silver and gold smiths are considered the pinnacle of artists and sculptors just below that. Their people value order, but do not lack unique individual identities; in fact, it’s a sense of patriotism that drives many to devote their lives to perfecting their own talents in order to become the very best they can be. The Argan dwarves seem like mindless constructs on the outside, but due to the strict laws on outsiders, it is very hard to see the rowdy taverns, rich music halls, and ornate festivals that occur within the city walls. Argan dwarves work so hard so they can play just as hard.
Hellanbach and Outland
The chromatic dragonborn of Hellanbach were considered as a race to be lesser to most all races even metallic dragonborn. It was this bias that led them to settle Eru Island with its rigid caste system and harsh criminal laws. As a group, the chromatic dragonborn believe their laws and caste systems are not only fair, but the perfect form of government. The visual arts are looked down upon and in Hellanbach are replaced with war trophies. Glass and brass sculptures are not considered art. Oral story tellers and music play are prominent role in entertainment, but pale in comparison to the arenas, fight pits, and skill contests. Outland, though full of outcasts, maintain the traditions of the volcanic city they were cast out of.
Crime
Criminal law in the collective is standard across the board for all races and agreed upon by the historic Accord of Common Law, also known as the ACL. Part of the ACL that set it apart was the inclusion of all the races under a single code of laws. Penalties were the same across the board and criminals would have to plead their innocence in front of a jury of peers and a magister appointed by the mayor or if appearing before the High Court a magister appointed by the Lord Representatives. Some of the laws are listed below: Murder- Murder in the Collective is defined as the facilitation and or killing of an individual for personal gain, in ritual to dark forces, or for pleasure. Individuals with a bounty are not considered as being murdered if someone ends their life. The consequence for murder is death. Assault- The unprovoked attacking of an individual is assault. Unarmed assault is a fine of ten gold and a day in jail. Armed assault is a fine of one hundred gold and a week in jail. Magical assault is a fine of one thousand gold and a month in jail. Assault is only defined as assault if one or both parties are sober and if the victim declares his intent to a nonaggressive resolution. Theft- Theft is defined as the pilfering of items from a living individual or their estate when the item does not belong in any way to the thief. The consequence is the return of the item if the item is no longer in the thief’s possession or able to be produced then an equal coinage amount must be repaid to the victim. A days of jail will added to the sentence per ten gold value of the stolen object(s). Rape- Rape is a serious crime and is defined as conducting sexual intercourse with an unwilling or unconscious victim in any orifice. The first offense is a year in jail and a fine of a one thousand gold paid to the victim. The second offense is a five years imprisonment and five thousand gold paid to the victim. A third offense is the removal of the offenders genitals and hands along with ten years imprisonment and seven thousand gold paid to the victim. Kidnapping- Kidnapping is defined as the nonconsensual theft of a human being and carries a fine of one thousand gold and one year imprisonment per offense. Drunken Misconduct- Drunken Misconduct is defined as an individual causing damages to a victims property due to intoxication and carries the consequence a day in jail as well as coinage reparations to the victim in the amount of the damaged property. Arson- Arson is damaging property with fire and carries the consequence of a year in jail as well as reparations to the victim in the amount of the damaged property.
Tasks, Jobs, Quests, Expeditions
In the City of New Haven there is a public green with a board that lists requests that individuals have made. The date posted is listed as is the reward and brief overview of the request. Some are posted by the guard and others by the average citizen. Each village has a board in their taverns, though those boards are often posted with for sale posts or trade proposals.
Tasks Tasks are the quickest and smallest rewarding posts on the boards. They consist of pest clearing, deliveries, and unusual requests. Helping an elderly woman clear out a rat infested basement or delivering a sword from a blacksmith to the local guard could earn someone a pie or a few copper for their assistance. Tasks are a great way for an individual to get their name out so they may be hired for posts that require more trust and skill.
Jobs The main body of the boards are job requests. Many individuals are too busy with their own jobs to handle these requests and therefore are forced to post help wanted. Bounties are posted by the local guard here for brave warriors to collect upon. Long deliveries or escort requests are also posted here. The rewards for a successful completion can range from silver to much needed provisions and supplies. Some individuals make their livelihood from these posts alone. Quests Dubbed, “Quests” by the populace due to their difficulty and dangerous nature, theses posts can earn a group of individual several gold a person. Almost impossible to accomplish by ones self, quests included extremely dangerous bounties, locating rare items, flora, or fauna, and other requests that required skill, bravery, and/or a great amount of trust by to the poster to the accepted party.
Expeditions Expeditions are common posts by organizations seeking to delve deeper into the wilds of the island or voyage to other islands in order to map, study, or settle the area. These can be as simple as reconnaissance and mapping or entail a more difficult assignment of taming a wild area to make way for others who are to follow and claim the area. Expeditions can net a group several silver to copious amounts of gold. Expeditions can be long and fraught with danger with many posts denting this with its subject line written in red ink.
Unique features of the Risen Islands
Tattooing
One of the first expeditions into the wilds of Hana Island uncovered scrolls detailing a process of imbuing ink with arcane properties and then by tattooing the appropriate symbols, circles, or other focusing image; an individual can draw power from the tattoo for spellcasting. Popular among wizards, arcane inking allows the caster to wear their spell book on their body. A wizard’s tattoos are colored when the tattoo is full of arcane energy and fades to black when depleted. Some wizards call this method of caster barbaric while other believe it to be tactically unsound as an opponent is aware of your magical stores. Some nonwizard individuals with experience in magic have pooled small fortunes to pay for low level spells to be applied to their very being. At present only a single arcane inker has mastery of the process and reside in the mages’ guild.
Weeping Steel
A rare metal that; which despite its name, has no connection to Iron or Steel. Weeping steel is a light blue metal alloy which reacts with water causing it to become stronger by increasing its density, among other properties that are still being researched by blade smiths and scholars. Wielders of weeping steel weapons have claimed that the water reaction made the edges of their blades sharper. One burly, barrel chested half-orc reported that his hammer hit harder, but such claims are still speculative.
Luster Fish
Discovered the night before the first landing by explorers near Cradle Island, the luster fish are surface dwelling ocean fish that emit a glow from its scales. Luster fish come in a variety of colors sparking explorers to call them a swimming rainbow or an ocean galaxy. The scales are not the only part of the luster fish that emits a glow. An oil that also glows can be harvested from the fish; which is used for special paints and coating glass bulbs to be used as lights in many homes. Luster fish have also been kept as pets by the richer members of New Haven.
Festivals
Festivals are a large part of the Collective’s growing culture. The Independence Festival, Celestial Festival, Festival of the Sea, and the Racial Heritage Festival are a few of their larger festivals. It was the Dwarven Lord Representative, Hagar Stonewall, who said that the key to making the Islands home was by giving the people laughter and steady work. Hagar Stonewall was also a big advocate for public works projects. The Argan Dwarves have fewer occasions to enjoy festivities, but still observe several festivals including some that honor their homeland, its accomplishments, and great heroes. The Celestial Festival to honor the gods is also observed and one of the few times that outsiders are permitted into the city. The festival of Argan are usually less boisterous as the New Haven festivals. The only group to be devoid of these events are the Dragonborn of Eru. © 2017 Ken |
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