The Land of Io (Inactive)

Game Master Elton

Adventure in the Land of Io, where the Children of Io must contend with the power of the Serpent Men.


THE LAND OF IO FLYER

Picture of Io by Andrea Schavone.

The land of Io takes place on a pennisula that runs northwest to southeast, and that is roughly the shape of Spain and is a little bigger than the British Isles. This is the major land of Man in the region that is surrounded by Elves, Dwarves, Litorians, and Serpentmen.

The land of Io is split into 12 tribal counties, each ruled by a Tribe of Jacob/Israel. The land is split by the Serpent Mountains, where Dwarves, Orcs, Goblins, and Elves dwell. The Counties are thus:

Caithness: (Tribe: Ephraim of Joseph) -- Caithness is known as the County of the Unicorn. Here, the men of the Unicorn reside and has most of the Aristocracy of the Land. Caithnans are usually conservative, and slow to rash action. Also called the Men of the North, the Caithnans are civilized folk. The High Elf retreat known as Summerholme is located in the wilderness of Caithness. County Seat -- Caer Winchester (Castle Winchester)

Jutland: (Tribe: Shelah of Judah) -- Jutland is known as the County of the Lion. Here, the men of the Lion reside. Most are descendants of Shelah, but it is in Jutland where Caer Traer (Castle Troy) is located. It is in Jutland where the King of Io -- King Richard of Troy -- resides.

Lancaster: (tribe: Zebulun) -- Lancanster is known as the county of Ships. Here, there is a ship building industry and the men of the Sea. Lancaster is the source of the land's sea trade. Monte Cook's Ptolus: the City of the Spire is located in this county. County seat: Ptolus and Caer Lancaster (Castle Lancaster).

Nottinghamshire: (Tribe: Issachar) -- Nottinghamshire is known as the county of Scholars, is where the men of the Donkey dwell. It is also the place where the College of Nottingham is found. It is here that the base of the Sin Mages is suspected to be located. The elves of the Emerald Forest is also located in the Mountains of Nottinghamshire, and it they are ruled by the Queen of the Gray. County Seat -- Caer Nottingham (Nottingham Castle)

Rutland: (Tribe: Gad) -- Known as the county of Rangers, here the men of the Ranger is located. Most men here are the Rangers of the Land, due to Gad's patriarchal blessing -- "Gad will be attacked by marauding bands, but he will attack them when they retreat." The county is also a collection of valleys within the Serpent Mountains. Rangering is a family tradition, and so many rangers have been trained in Rutland. Rutland is also notorious for being raided by Orcs and being allied to the dwarves of the kingdom of Gol Urgathec. County Seat -- Caer Gaddessret (Castle Gades)

West Midlands: (Tribe: Reuben) -- To the west of Rutland is the county of the West Midlands. Here, the men of Water dwell, with a notoriousness of being prideful, gluttonous, and sexually promiscuous. County Seat -- Caer Senones (Castle Seony)

Devon: (Tribe: Dan) -- To the east, laying in a rainshadow, is Devon. Here, the men of the Eagle dwell along the Devonny River. Natural Explorers, the Tuatha de Danaan, as they are commonly called, were the first of the Children of Io to come to the Peninsula. Here, the light forest of the Vodenwode -- the stronghold of the nudist Sun Elves -- is located. County Seat: Caer Mycenae (Castle New Canaan).

Cambria: (Tribe: Manasseh) -- North of Devon is the County of Cambria. Bordering Caithness, the men of the Olive Branch dwell here. Although now the tribe has adopted the mistletoe as their symbol, Cambria is noted for places of healing and hospitalization. The people here are also regarded as men of peace. There are many places of sacredness that people can come here to meditate on virtue and truth. Also, some of the Aristocracy make their land here. County Seat: Caer Soham (Castle Soham)

Northumberland: (Tribe: Simeon) -- Northumberland is the northern most land and is the one that breeds hearty soldiers. The land of Northumberland produces the best warriors in the Land of Io, and often after being trained, those that choose the soldiering life are scattered across the Land to defend it's borders. The evil goblin kingdom Sharad-Zahd is located in the mountains in the wilderness of Northumberland. County seat: Caer Dor (Castle Dor)

Yorkshire: (Tribe: Benjamin) -- Yorkshire is a land where the men believe that they are wolves. These men of the Ravening Wolf are treated as uncivilized barbarians most of the time. The closer to get to shore, the more civilized they tend to be. The court of the county of Yorkshire tends to be one of much merriment, mead, and robust brawling. County seat: Caer York (Castle York)

Kent: (Tribe: Asher) -- the Kentans are the men of the Plow. They live on a plain that is west of Devon that provides most of the food, spices, and herbs for the Land. They are also notorious for inventing the art of fine cooking and delicate dining, and many are chefs. The High Elf land of Illvinere is located near the mountains in Kent. The county seat is Caer Niverath (or Caer Niverny).

The Isle of Anglesey: (Tribe: Levi) -- while scattered throughout the land, the tribe of priests have their stronghold on this sacred isle. Here, the Druids are trained in their profession, and the Aaronic Priesthood has its home. The isle has no county seat.

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Neighboring Nations

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The Land of Io is bordered by four lands. To the East is the land of Vaháyandur, a land populated chiefly by Elves. Vaháyandur is allied with the land of Io. It's capital is Mythalandir and its king is King Ilvanyandil -- allied to King Richard of Troy.

To the South is the Great Shire -- land of the Halflings, the Amazon Lands, the Pridelands -- land of the Litorians. And finally, the Vale of the Saurs, land of the Saurians. The Amazon lands are a land of hills and forests, the Pride Lands are a land of open farmland, and the Great Shire are a land of rolling hills and valleys. To the south of them is the Vale of the Saurs, which is nestled in the mountains and accessible through the Pass of Kal-thurak. Also located here is Mount Gnome. Actually, most people call it -- "Mount Don'tgothere" because the gnomes built their settlements around it and have perfected their habit of being absolutely annoying. Mostly by inventing technology that doesn't work.

To the South and West, bordering on Kent, are the vast lands of the Scaled Serpent Men. It is these lands that bear the greatest threat to the Free People of the Land. Ruled by Science Priests, the Serpentmen are frighteningly blends of snakes and men. The vast lands of the Serpentmen are in technological decline, but their technology is high enough to look like magic.

Across the sea to the North East are the lands of Barbarians. These "Viking" Barbarians are said to be the original homeland of the men in Yorkshire. The barbarians across the sea are thought to be barbarians that cross racial lines: Elves, Dwarves, Orcs, Men, and Halflings are all thought of to be barbarians there.

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ALLIED RACES OF PLAYER CHARACTER MAKE
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MEN

(Also called Humans in the Core Rulebook). The most numerous and diverse of the Free Peoples of the Land, they also make up the most numerous and powerful of the servants of Evil. Men (called humans by the orcs, and the Númenyaner by the Elves) live throughout the Land of Io and the Barbaric Lands. Some are short and ill-favored, while some are tall and broadshouldered. Some speak in harsh dialects, while others favor fair words. Some honor the Creator, while others follow after strange gods or even the Dark One himself. Most Men of the Land of Io look very European. Hair ranges from Blonde to Red to Auburn to Brown to Black; with Red hair being less rare than in other races. Eyes range from blue, to green, to brown, to hazel, to the rarest -- yellow.

Characters created from the race of Men use the Humans in the Core Rulebook.

THE DWARVES
(Khazâd)

Dwarves are short and stocky folk, standing between four and five feet tall, by the measure of Men. Strong, hardy -- the dwarves can endure great pain, fatigue, and suffering. They can push themselves quite hard and can cross hard terrain quickly. Male dwarves grow thick, luxuriant beards. Most dwarves take pride in their beards, often coloring, forking, or braiding them. Dwarves also take pride in the making of Mead.

Characters created from the race of Dwarves use the Dwarves in the Core Rulebook.

THE ELVES
(Eldar)

The oldest and wisest people of the land, it is said. The Elves possess great nobility and power, and are accomplished potters (their signature pottery is beaker pottery), bronze and blacksmiths, and magicians. They are the only people that have managed to keep themselves Free of the Shadow. Elves stand as tall as Men -- taller than some -- though they are of slighter build and greater grace. Their features are surpassingly fair, evoking awe among lesser people. The elves do not seem to age, yet at once they can seem at once aged and ageless, and wear clothes crafted with great skill.

The High Elves of Io and Vaháyandur often have dark hair and eyes. The High Elves are known as the Noldor by the Men of the Land of Io. High Elves are generated according to the Race of Elves in the Core Rulebook.

The Gray Elves often are of the houses of Elves that have golden hair and lighter eyes. Renowned for their gifts of music and song, some have become exquisite bards. Others are fabulous archers and spellcasters. Gray Elves often have the Arcane Focus and Dreamspeaker traits, although some manifest the Psionic Talent trait (gains 2 power points at character creation).

The Sun Elves have adopted nudity into their culture. They eschew the wearing of clothing. most sun elf settlements show children all naked and the adults either fully naked or nearly so. Sun Elf warriors are trained to wear less armor as possible while deflecting blows. They are created as Elf, but can choose the traits of Desert Runner, Fleetfooted, and Lightbringer.

HALFLINGS

Halflings are a people that are distantly akin to Men, though they are shorter and less stocky than dwarves, with a height between two and four feet. They wear comfortable clothes in bright colors, particularly yellow and green. They often bear curly dark hair on top of their heads and on their tops of their leathery feet; so they rarely wear shoes. They are generally good natured, peaceful, hospitable, and filled with laughter. They also possess a great love of good food and drink (they consume six meals a day). Halflings often keep to themselves in the land of the Great Shire.

Halfling characters are created by the rules according to the Core Rule Book.

SAURIANS

Allied with the Men of Io against the Serpentfolk are the Saurians. Saurians are scalyfolk that are covered with scales that often frighten people. But when the saurians remind Men that they are on the side of the "Warmbloods" against their common enemy, then Men often relax. Saurians are against the serpent folk for the basic reason that they were once enslaved by them. Saurians make good rogues, but they are accomplished spellcasters. The paladins of Saurians have made a vow to protect their folk from evil. Although it is said that those born under certain stars are trained as Assassins instead.

Create Saurians using this package:
Monstrous Humanoid (reptilian) - 3 rp
Medium Size - 0 rp.
Normal Speed (30 ft <6 sq.>) - 0 rp.
Standard Ability Scores: +2 Dex, +2 Int, -2 Cha. - 0 rp

Standard Languages: Common, Saurian; plus may learn Draconic, Celestial, Infernal, Undercommon, Aquan, Sylvan, and Dwarvish. - 0 rp

Natural Armor (+1 to AC) - 2 rp

Powerful Swimmer (+10 to swim speed) - 1 rp

Bite - 1 rp
Claws - 2 rp

total - 9 RP.

NAGAJI

The nagaji are among the allied Free Peoples of the Land. Scattered throughout the Lands of Io and the Great Shire, the Nagaji are refuges from a great war in which one of the Naga kingdoms in Aryavarta was utterly laid waste and it's people (the Nagaji) taken into captivity. A large group of Nagaji escaped and made themselves to the lands of Io and the Great Shire where they settled. The Nagaji have enormous variation in scale color of their skin.

Characters created after the Nagaji may refer to the Advanced Race Guide.

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NON PLAYER RACES OF THE ENEMY
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SERPENT MEN
(serpentfolk)

The leader of the Serpent men, their foul king, have come to the conclusion that Men are a threat to the power of the Serpentfolk. Believing that Men have stolen Serpent magic, the King of the Serpent Men -- Thallass'gar -- plots the destruction of the Land and People of Io. His people, however, are waning, so he has formed alliances with other lands to the east and the south to help deal with the Mannish Threat. Many are spellcasters, others are Science Priests, but the majority are warriors of the fighter or barbarian classes. This serpentine race has bright scaly skin, long sinuous tails, and fanged serpent’s heads.

KHAASTAS

Allied to the Serpent Men, these folk are from the Abyss. In this world, they take an approach like they did on toril. They are physically similar to lizard folk, but they are much more imposing. They have crests that are individual to each Khaasta and have long powerful tails that aid in balance.

FIRE NEWTS
Resembling bipedial lizards with a long tail, the land of the Fire Newts were taken over the Serpent Men recently. Annexed into the Serpentmen empire, the fire newts act as the rank and file warriors for the serpent king. Many, however, prefer mounted combat and go to war on deinonychus mounts.

TROGLODYTES AND TRENS

Allied to Serpent Men because of their racial hatred of Men, the troglodytes and trens hate humans because they live among the sun. Troglodytes and tren only want revenge for what they feel is theirs by right. They want to conquer or kill Men in order to feel the sun on their backs.

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CLASSES
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From the Core Rulebook:

* Barbarian (usually non-Tribal humans or elves living deep in the Wilderness)
* Bard
* Cleric☥
* Druid (Much of the campaign is based on Celtic lore, so yeah. They fit -- strangely.)
* Fighter (need a weapons specialized martial artist)
* Pankrationist ("All Powers" martial artist, i.e. Monk)
* Paladin (i.e. Greek Mythical Hero)
* Ranger
* Rogue
* Sorcerer☥
* Wizard☥

Other Base Classes:

* Alchemist
* Oracle
* Summoner
* Psion (Educated Specialist in the Law of Attraction)
* Psychic Warrior (Warrior Specialist in the Law of Attraction)
* Soulknife
* Wilder (Uneducated specialist in the Law of Attraction)

☥ Cleric Options: Much of the Greek Myths are actually stories from the Bible, only corrupted over time. The Greek Gods of Zeus, Aphrodite, Ares, Apollo, Athena, Artemis, Demeter, Dionysus, Hades, Hecate, Hephaestus, Hera, Hercules, Hermes, Hestia, Nike, Pan, Poseidon, and Tyche are all available. Details on their domains are in the 3rd Edition Book Deities and Demigods.

Clerics also may chose the entire pantheon as a patron -- since the Classical Olympians are a Tight Pantheon. They may also choose The Unknown One (YHWH) as their patron as well. Accordingly, a philosophical movement called "The Academy" is among Men. Clerics may also create their own patrons using 1e Deities and Demigods as a guide or look through FR's Faiths and Pantheons or the Guide to the Inner Sea for inspiration!

☥ The following Sorcerer Domains are commonly Available: Aberrant, Abyssal, Accursed, Arcane, Celestial, Daemon, Djinni, Destined, Elemental, Fey, Imperious, Infernal, Orc, Protean, and Undead. Sorcerers can also choose the Tattooed Sorcerer template from Magic of the Inner Sea.

☥ Wizards are usually specialists. There are few Universal Wizards, and there are more charlatans that wear flamboyant clothing (i.e. conical hats with stars and robes with a star motif and using wands for their power, for example) than wizards. Usually it's the charlatans that are put to death by the Church (as in stoned to death).

Wizards with true power are divided according to their specialization.

Philosopher: The Philosophers are nonspecialist Mages. They just don't go around showing their power.
Sin Magic: Sin Mages are a threat to the stability of the Land. Although not all Sin Mages are evil, most are perceived so. Regarded as very powerful, discovered Sin Mages -- if they aren't very powerful -- are put to death immediately by stoning. Powerful Sin Mages often face adventurer parties. See Magic of the Inner Sea
Primalist: Primal Magic is as ancient as anything and come from a time before memory when Magic was unwieldable. Rediscovery of Primal Magic brought the primalist into being. Primalists are frightening. Their magic is unpredictable and often the people banish them from the land.

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3RD PARTY BOOKS ALLOWED
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Yes, I allow third party. Obviously, I allow Psionics Unleashed. However, the following third party books are also allowed:

THE BOOK OF ELDRITCH MIGHT
PTOLUS
MORE MAGIC AND MAYHEM (for the WoW RPG)
RELICS AND RITUALS I (Most of the spells are overpowered for their level. Check with me before you want to research or pick a spell from that book).
THE SLAYERS GUIDE TO AMAZONS
-- Interesting aside about the Amazons. It seems that theory can be stranger than Fiction.
D20 ADVANCED MAGIC. I'll implement these rules when everyone has confidence and are willing to try a different magic system.

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WHAT YOU NEED TO PLAY
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Required:
A copy of the Player's Handbook
Traipse Open RPG installed on your computer

Optional:
A Copy of Magic of the Inner Sea
A copy of the Advanced Player's Guide
A copy of the Advanced Race Guide

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FORMING A PARTY
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Create your characters according to the Core Rules, using the Advanced Player's Guide and Race Guide as optional rules. Write a great background. Use the discussion thread to talk about your characters and try to make links between each other. Possible backgrounds:

You are natives of the Land of Io, this would apply to Dwarves, Men, and Elves.

You come from outside the Land of Io seeking adventure in a strange land (to you.) You may choose to worship the Creator, one of the Twelve Olympians, or a god or philosophy of your own make (will be treated as an idol). Evil characters are frowned upon.

The technology of the world is early Middle Iron Age (800-500 B.C.). But creating Steel is not impossible, but iron is getting more common than Bronze. Despite this, Bronze breastplates are still common. The High Elves are currently experimenting with forging weapons made of iron and eventually, steel.

If you don't make a background, I can make one for you. But then, don't complain.