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  1. #1
    Jim Cooper
    Guest

    The Islands of Cerilia

    the Falcon & others wrote:
    > > Like I said, there has to be a reason. Pirates? Goblins? Shadow World portal? > Awnsheglien? Why haven't Ayria, Binsada, or Aftane colonized the Isle of Ghosts? There has to be something to keep them back.
    > Indeed. Coming up with a _good_ reason is difficult though. Anyone care to help?<

    Well, since you asked! Here are my campaign hooks to explain the
    reasons why these isles aren't inhabited:

    - - Isle of ghosts: its full of ghosts (like, duh!) Actually, the Cities
    of the Sun supplement focuses an adventure around this very thing.

    - - Caelcorwynn: its off limits. The people of Anuire consider
    Caelcorwnn an extension (part of) the Erebannien, therefore the Rangers
    and elves and the regent of Aerenwe forbid anyone settling on the isle.
    In this endeavour they are helped by the many sylvan creatures that
    inhabit the isle (dryads, fauns, pixies, etc.). Caelcorynn is truly a
    landscape of beauty, and many Cerilians consider this place to be the
    most beauty spot on Aebrynis. IMC, I have scheduled this island
    "adventure territory", where great wonders will be discovered (this is
    where I hinted at in my games that the mortal body of Nesirie was laid
    to rest, among other things). Indeed, consider this my "Isle of
    Avalon".

    - - Albiele Islands: they are dens of iniquity. Pirates rule the many
    caves and coves of this island chain. IMC, I modified the Slave Lord
    series (A1-4) and put them here. Nobody in their right mind would even
    think of settling here or creating holdings of their own. I consider
    these provinces to be part of Mieres (like it says in RoE), but that
    they are uncontrolled.

    - - Baerghos Islands: These islands are rumored to be the home of a
    great awnsheghlien. People can't quite agree on which one though, but
    the most common are either the Seadrake or Some Yet Unnamed Monster That
    Is Truly Terrible. :) Needless to say, no one is willing to sail to
    the islands to find out ... :D Therefore they remain completely
    untouched by the hand of man. Another "adventure territory", IMC they
    are closely tied to the events surrounding the BoD, and another great
    treasure will be discovered here. (If you really want a teaser, it has
    to do with Vorynn & Ruornil, but that's all I'm telling!) :D

    - - The Sultanate of Sahirde el-Mehare: I have made these islands into a
    Khinasi realm of 4 provinces IMC. This realm very much has the flavour
    of Mesire and Ghamoura, with a little Aftane mixed together (very much a
    merchant kingdom, but a very relgious, almost xenophobic people. There
    is of note, a secret society, very much like the Brotherhood of Khet,
    that runs most of the island's economic & *priestly* 'industry'.
    However, this Society is actually 'good', protecting the secrets of the
    Jewel of Basaia - the Sielehr. Somewhere on these islands is the true
    resting place of this sacred artifact, and not Torova Temylatin as
    intimated in the BoM. The Cult of Basaia (with its roots in Djapar)
    have virtually ensured that nearly every resident on the realm will
    sacrifice their lives to protect its secrets). The Meharan's strict
    laws and customs keep the flow of traffic between Djapar and Cerilian to
    a mere few boats a year, all of which come from Cerilia (Djaparans and
    Meharans aren't really interested in what the Cerilians have to offer).
    I have made it this way to explain why the Cerilians know so little
    about these islands and Djapar. Again, its another realm of adventure,
    and not recommended for PC use. This realm is important to the
    storyline of my campaign.

    - - The Dragon Isles: Despite its name, there are no dragons living here.
    Instead I have made this into a sleepy 3 province 'realm', drawing much
    of its flavour from Fijian and other Oceanic cultures. Its a truly
    primitive realm, and only the Khinasi make any regular contact with
    these people. Of the odd Khinasi dhow that bothers to make the trip,
    they rarely return with else but some exotic fruits (like coconuts and
    the like) and native trinkets. The native human populations skirmish
    infrequently with the local population of bright green skinned goblins
    (who rule the northern island). These two cultures are still in Stone
    Age technology. Its another adventure realm, if I ever want to run a
    'Columbus' or 'Cook' adventure. Of note, however: the Dragon Isles
    *were* truly the last refuge and home of the oldest drakes of Cerila,
    eons ago, and as such, somewhere tucked into the deep dark jungles of
    the islands reside the ancient treasures of the last 3 dragons. I have
    arbitrarily made these treasures the most fantastic treasures on the
    face of Aebrynis, full of all the secrets of the dragons, the last
    resting place of the 'Ancients'. The wizards of the College of Sorcery
    (indeed any wizard!) would nuke half of Cerilia to gain even a fraction
    of the magical knowledge contained in these hoards! But I don't plan on
    announcing this to any of my players any time soon ... :D

    Every other island is fair game IMC. Hoped these ideas spark your
    collective imaginations everybody!

    Cheers,
    Darren

  2. #2
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    The Islands of Cerilia

    >- The Sultanate of Sahirde el-Mehare: I have made these islands into a
    >Khinasi realm of 4 provinces IMC. This realm very much has the flavour

    Just 4? In my version I crammed 24 provinces here (including the small
    islands). After all, the main island alone is bigger than Suiriene.
    IMC Sahirde el-Mehare is home to four realms: the Caliphate of Sulam (ruled
    by priests of Avani whose philosophy is similar to Zikalan Temple of Avani),
    the Sultanate of Ɯzmir (home to fanatical worshippers of Halaia), the
    Emirate of Nahrif (where warlords struggle for control, similar to Mamluk
    Egypt), and Nurazim (island home of flame wizards). E-mail me privately if
    you want to hear more, since I don't want to reveal details to the players
    of my new PBEM (which will include the aforementioned lands at some point).

    ******************
    Aleksei Andrievski
    aka Solmyr, Archmage of the Azure Star
    aka Azure Star Dragon
    solmyr@kolumbus.fi
    http://www.geocities.com/TimesSquare/Fortress/2198/index.html

  3. #3
    Pieter Sleijpen
    Guest

    The Islands of Cerilia

    Jim Cooper wrote:
    >
    > the Falcon & others wrote:
    > > > Like I said, there has to be a reason. Pirates? Goblins? Shadow World portal? > Awnsheglien? Why haven't Ayria, Binsada, or Aftane colonized the Isle of Ghosts? There has to be something to keep them back.
    > > Indeed. Coming up with a _good_ reason is difficult though. Anyone care to help?<
    >
    > Well, since you asked! Here are my campaign hooks to explain the
    > reasons why these isles aren't inhabited:
    >
    > - Isle of ghosts: its full of ghosts (like, duh!) Actually, the
    > Cities of the Sun supplement focuses an adventure around this very
    > thing.

    Actually it doesn't, the adventure talks about an other smaller island
    even further from the main land.



    > - The Sultanate of Sahirde el-Mehare: I have made these islands into
    > a Khinasi realm of 4 provinces IMC. This realm very much has the
    > flavour of Mesire and Ghamoura, with a little Aftane mixed together
    > (very much a merchant kingdom, but a very relgious, almost xenophobic
    > people. There is of note, a secret society, very much like the
    > Brotherhood of Khet, that runs most of the island's economic &
    > *priestly* 'industry'. However, this Society is actually 'good',
    > protecting the secrets of the Jewel of Basaia - the Sielehr.
    > Somewhere on these islands is the true resting place of this sacred
    > artifact, and not Torova Temylatin as intimated in the BoM. The Cult
    > of Basaia (with its roots in Djapar) have virtually ensured that
    > nearly every resident on the realm will sacrifice their lives to
    > protect its secrets). The Meharan's strict laws and customs keep the
    > flow of traffic between Djapar and Cerilian to a mere few boats a
    > year, all of which come from Cerilia (Djaparans and Meharans aren't
    > really interested in what the Cerilians have to offer).
    > I have made it this way to explain why the Cerilians know so little
    > about these islands and Djapar. Again, its another realm of
    > adventure, and not recommended for PC use. This realm is important
    > to the storyline of my campaign.

    Only 4 provinces? The largest island is as large as Suiriene and that
    island has got 7 provinces. In fact the islands are large enough for
    more then 1 nation.

    Pieter Sleijpen

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