Short and sweet
Though it only lasted six sessions, I was quite fond of this setting with its gates to many other worlds. Alas, like so many campaigns, it grew impossible to schedule, with the character of Athyra being played by four different players (a running joke emerged that she had multiple personality disorder), and eventually it fizzled out. Luckily, they did at least get to the titular Isle of Cats before we shuttered!
- Part One: Rescue Party
- Part Two: Hit the Road
- Part Three: Vargouille Village
- Part Four: The Druid and the Dragon Egg
- Part Five: The Isle of Cats
- Part Six: Riddle of the Sphinx
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.