- Antonio (Tiefling Warlock Hexblade) – Mark
- Athyra (Tiefling Rogue) – Paul
- Murky Waters (Lizardfolk Druid) – Ross
- Zedicus Cypher (Dragonborn Fighter) – Jacquelyn
The Story So Far…
Part Four: The Druid and the Dragon Egg
March 12, 2022
The party woke late enough to be met by Brother Sibal who told the original Vargouille which they needed to kill was taking roost in the Bell Tower of the castle. Kill it before nightfall and the curse would be lifted from the townsfolk and the party’s sorcerer.
At about that time, a Tiefling walked in carrying a black greatsword. This Antonio was known for fighting against the crusaders from Oropa in the north. Nevertheless, he and Athyra had to overcome the racism of the castle steward to be admitted to the Bell Tower where they killed the last of the Vargouilles.
The adventurers were hailed as heroes and enjoyed the warm reception of the town as their cursed family members slowly regained the natural forms. Venyk returned to normal, too, but the whole ordeal had been too much for him and he chose to leave the party. By sundown, the new Baron arrived to take up residence. The son of the former Baron, Odamar could only offer the party a Letter of Marque as a reward.
Moving on east, when they arrived in the town of Nikril the party learned breaking news of the sack of Tebelik, a major city a hundred miles east of their destination, Revaso. Aided by “magical fire from the east”, the Orc Menace conquered the city in a single day. When the adventurers inquired about where to find Salabima the Druid, they were advised to go north and seek her in the valley of the Taronid River.
Leaving their horses stabled in Nikril, the party made the journey by foot through rugged terrain to the town of Sedel and then upriver to an ancient pyramid devoted to a long-dead Copper Dragon. Once there, they leapt into the open shaft at its top to avoid an attack by Hill Giants. After defeating a Gorgon in the caves below, they found Salabima petrified but a nearby jar of magical ointment returned her to flesh.
The Dragonborn Druid thanked the adventurers and took the egg so she could merge with it and hatch as a Copper Wyrmling whose lair this would be. There was a hidden hoard left over from the previous Dragon and from it Salabima selected magical items to reward each of the adventurers.
Possession of the lair also gave Salabima dominion over the Galeb Duhr, a living boulder who guarded the entrance. Working together with the party, they handily defeated the Hill Giants. Salabima advised them to seek the wisdom of the Sphinx of Baxia so as to defeat the Orc Menace, and to reach the Isle of Cats they would dive into the pyramid’s pool, itself an Aquaportal to the Elemental Plane of Water, and swim to a corresponding pool, in effect a shortcut of only 30 feet rather than 2000 miles.
The Bronze Caliphate runs for a thousand miles of coastline stretching north of the western Equatorial Desert. It is a federation ruled by an unbroken line of Bronze Dragonborn Caliphs who are devoted to the Cult of the Cat, a religion uniting the many lands with its roots of power in the mythical Isle of Cats, located some 500 miles off the coast. It is said that anyone who voyages there is doomed to forget himself and turn into a Tabaxi, with those few who returned having sown the seeds of the race in Hyracanum.
Crusaders from the North
Beyond the northern frontier of the Bronze Caliphate is Oropan, a theocratic kingdom of monotheistic zealots constantly sending crusaders southward to try and seize the capital city of Primovia. From there they would be able to sail for the Isle of Cats, an enigmatic goal of theirs to which the Caliph is absolutely opposed, so war is a constant of the northern frontier.
We begin in the capital city of Primovia, situated on the westernmost point of the caliphate’s thousand-mile coastline. It is a cosmopolitan city of a mid to high-level of fantasy with a quasi Indian/middle-eastern flavour. The school of wizardry and witchcraft, the Universato Ultimato, includes a dock on its clock tower for skyships, though such craft are rare owing to their being easy prey for Dragons which are common enough to merit a Dragon Cult. Just like any great metropolis, Primovia has a powerful Thieves Guild and a thriving black market in spite of being an ostensibly religious and orderly city.
Anyone of any race or class may be found, so there are no restrictions on what you can play.
Dragonborn are fairly common. Dwarves rarely leave their mountain kingdoms, just as Elves and Gnomes rarely leave Elfland, but the adventuring kind are not unheard of. Halflings likewise rarely venture far from their hilly dales. Humans are the most common and wide-spread race. Tieflings are very rare beings, as are Half-Elves and Half-Orcs, unlikely to ever come across another of their kind.
Those are the regular Players Handbook races. Anything from an outside source needs DM approval.