Ikeroth (Inactive)

Game Master CampinCarl9127


Campaign Resources G-drive

Player's Guide & Campaign Setting

Player's Guide & Campaign Setting (Shortened)

Map of Yundal

Map of Berivian Isles

Campaign Tracking

NPC Tracker

Loot Tracker

Timeline of Yundal:
*Please note that not all dates are exact; for instance not all the nations began colonizing at the exact same time. Rather the dates are to give an idea of the span of time over which the events unfolded to create the world as it is today*

452 A.S. (After Separation) Enclosed mountain ring discovered by sailors.
484 A.S. Expeditions begin to explore new land, bringing valuables and unique curiosities back to home nations.
501 A.S. One expedition brings back a collection of large red spheres.
504 A.S. Red spheres found to be a volatile but potent energy source. Named ettunium, after the Almorian researcher Eknan Ettun.
505 A.S. Nation of Almor sends expeditions to gather more ettunium.
506 A.S. Exploration reaches inner ring. Islands discovered enclosed in mountains.
514 A.S. Routes made through mountains. Expeditions to inner isles begin.
516 A.S. More ettunium discovered on inner isles, the Berivian Archipelago.
517 A.S. Almor begins colonizing Yundal
531 A.S. Other nations become aware of ettunium, begin their own colonization.
580 A.S. ‘Formless’ appear, killing many colonials.
582 A.S. Colonies form non-aggression pacts so they can focus on combating Formless.
601 A.S. Thane attempts to create teleportation gates from the Yundalite Mountains to their home nation with ettunium power source. The Terrible Lapse occurs, destroying the gates and stripping Thane and surrounding lands of magic.
707 A.S. Safe methods of working ettunium discovered. Technological revolution begins.
735 A.S. Ettunium weaponized by Thane.
736 A.S. First ettunium weapons used in combat against Formless.
752 A.S. Handheld weapons developed.
754 A.S. Colonies begin exporting weapons to mainlands for more supplies as population grows. Economic boom.
825 A.S. Tensions begin rising in colonies over border and harvesting area disputes.
841 A.S. Tensions spill into nations, alliances are broken.
858 A.S. Fighting starts between two colonies.
869 A.S. Rest of colonies get involved. War begins.
888 A.S. Climactic battle on Berivian Archipelago ends the war when storms and Formless join.
895 A.S. Present day.

Magic in Ikeroth:
Only two types of magic are wholly off-limits: long-duration flight, and long-duration planar travel. The nature of the elemental planes that feed energy into the world makes it impossible for magic to create permanent flight. Powers that grant flight for never last more than five minutes and are harder to access, though flight with wings is fine. There are no flying carpets or brooms or other magical flying gear. Likewise, despite theories that suggest it should be possible to travel to distant planets via mighty rituals, all attempts to visit any foreign world never last longer than a few seconds before the traveler is shunted back to this plane. Even these trips are usually only possible when the moon and stars align properly. Mechanically, this means that no creature can ever leave its home plane for more than a few seconds, barring unique circumstances that are beyond the control of player characters. Such options may become available to PCs later in the campaign, but traveling to another world is never as simple as casting a single spell.

Mechanically, this means that any spell that involves flight or planar travel is reduced in duration by a category (meaning hours/level goes to minutes/level, minutes/level goes to rounds/level, and rounds/level goes to 1 round flat), and even the most powerful magic never lasts more than 5 minutes.

Gold and Teleportation:
In Yundal, in addition to its value as a precious metal for jewelry and currency, gold can be fashioned into a barrier against teleportation. While characters can teleport freely carrying gold, they cannot teleport through an opening framed in gold. Critical buildings thus often have thin strips of gold set into all their doors and windows; typically, the gold is concealed by additional masonry or some other artistry. Prison cells meant to hold people thought to be capable of teleportation are often surrounded by rings of gold.

Similarly, a creature wearing a gold ring—an actual ring, a bracelet, or even a thin thread of gold wire twisted into a circle—cannot teleport or be teleported, so those wary of abduction might wear hidden gold toe rings to stymie would-be kidnappers. The protection can be bypassed by simply removing part of the ring, as worn or carried gold doesn’t prevent teleportation unless it forms a full loop. This fact, combined with the potential temptation for thieves, keeps large gold warding circles from common use.

Languages:
Taldane (English): Taldane is the most widely spoken language in the civilized world, and the official language of Almor. It is a trade language which takes its alphabet from ancient Sarvic.

Kelish (Hindi): The official language of Brieca. A language rich with poetry, scholarly writing, and history, having served the Church for countless generations.

Hallit (Finish): The official language of Thane. They often use long words to describe things in their culture that other languages need several words or sentences to describe.

Sarvic (Latin): An old language with complex grammatical structures, often found in scholarly works. Not often used for communication, and mostly only known by scholars and educated people.

Primordial (Armenian): The language of the Skives, an ancient dialect from a land to the far southeast where the Skives originated. A guttural language with sharp consonants and ambiguous vowel usage.

Ternock (Draconic): The language of the ternocks, a strange language with consonants punctuated by sharp hisses and bizarre pronunciation distinctions.

Celestial: The language of the heavens, but during the Separation the language almost entirely died. It is still found on ancient artifacts and holy texts, and some clerics of Azgaar devote themselves to studying it. It’s said nobody truly understands the language.

Aquan: The seldom seen intelligent creatures that live under the sea have a language of their own, but their affairs almost never interact with people of the surface.

GM Only:
Useful Images
Holy building
Waterways