- Athyra (Tiefling Rogue) – Rachel
- Murky Waters (Lizardfolk Druid) – Ross
- Raksha Abeyaantrix (Tabaxi Warlock) – Miles
- Vanyk (Half-Elf Sorcerer) – Jeremy
- Zedicus Cypher (Dragonborn Fighter) – Jacquelyn
The Story So Far…
Part Two: Hit the Road
December 12, 2021
The adventuring party bought horses and rode out from Primovia heading east and, after a few days, they had reached the town of Dyriibas where they heard tell of danger. Traffic up ahead on the High Road had been disrupted by Goblin highwaymen for the past couple of weeks and they were known to have an Ogre in their midst.
The party met the villains on the road and the combat went well for them, with seven dead Goblins yielding a total reward of 350 gp and the rest driven off. Although they were heroes, the party was such an odd assortment of unlikeable types that their stay in Dyriibas was very short.
On the road again the next day, Zedicus spotted a broken tower downriver from the bridge where they did battle with the Goblins. Investigating, the party found a slimy dungeon full of dangerous oozes and a pair of Mimics. After withdrawing, the adventurers made camp at sunset in the ruins.
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.