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sleyvas
Skilled Spell Strategist

USA
11686 Posts

Posted - 24 Dec 2020 :  16:06:32  Show Profile Send sleyvas a Private Message  Reply with Quote
Wildwood Jackrabbit - This rather strange jackalope is attributed to a legend of Raelkath Maneeboughs blessing a primordial rabbit, Harifur, said to be a mount of the infamous kercpa hero god, Rititisk the Clever. Its said that the excrement of Harifur was used by Rititisk to fertilize many great trees, including several seeds of the world tree, including great Raelkath himself. From a distance, it appears almost like any other jackalope, except that its fur coloration is almost always silvery-white with spots of bright green. In truth, this greenery is made up of small pieces of clover that grow from amongst its fur and its silvery-white fur resembles dandelion hairs. These hairs are known to detach themselves in the wind, and where they land, several days later flowers like red clover, iris, marigolds, lilies, carnations, daisies, sunflowers, bluebells, beavertail cactii,and snapdragons or vines and shrubs producing honeysuckle, blackberries, raspberries, strawberries, muscadine, barberry, cloudberries, buffaloberries, huckleberries, elderberries, or sandgrapes are found in bloom. Particularly strong storms have been known to strip these creatures of their fur, leaving them cold and shivering and seeking the warmth of a companion. Couples that allow a "naked" wildwood jackrabbit to nestle with them for warmth have spread rumors that they were inordinately virile that night, and they are often said to produce children, especially twins, as a result. Their tails are small collections of small white flowers. Their flesh, for though few are killed and studied as its considered bad luck to kill one of these rabbits by the minnenewah, has been found to be more like that of a mushroom than normal musculature. Its horns are actually sprouting trees growing from their heads, with variations being pawpaw, persimmon, mayhaw, apple, pear, peach, plum, cherry, pomegranate, pecan, hickory nut, salmonberry, saskatoon, gooseberry, mulberry, honeyfruit, and weirwood. A given wildwood jackrabbit can produce any of these types, and they often sprout a tree and have it grow for only 2 or 3 weeks before it begins to detach from their head after reaching a length of a little more than a foot or even two feet long. Given that these strange rabbits are believed to live at least four to five years naturally, this means that they are often the source of nearly a hundred such trees before they pass. It is believed by many however that they only sprout a weirwood tree when they are old and ready to die, and that it never detaches from their bodies, but rather the wildwood jackrabbits corpse becomes a fertile compost to feed the fledgling weirwood. The adusgi forest is believed to have so many weirwoods due to the fact that many of these rabbits seem drawn to return there when they sense their deaths coming. Many if not all of these weirwoods that survive past their first fifty years end up having a rather strange looking dryad, possessing rabbit like ears atop their heads, and a soft puffy tail above their buttocks. Its also thought that the children of these dryads produce newborn wildwood jackrabbits for centuries to come. The Azuposi, Poscadari elves, and Minnenewah believe that these dryads are awakened by the daughters of Cornmother, the spirits known as Uretsete and Naotsete, but the Metahel and bearfolk say that these dryads are awakened by the goddesses Eldunna and Balanis the Honeyqueen. The short ones of the Pasocada basin speak of a goddess known to them as Sheela Peryroyal, and its said that they have over a dozen such weirwood trees that they tend as holy temples in their homeland. The trees of wildwood jackrabbits slain before their time are said to eventually grow into wood woads and treants which possess the nature of the type of tree that was growing from the head of the wildwood jackrabbit when it died.

Wildwood jackrabbits, like most rabbits are herbivorous and often eat plants, however, they are also capable of consuming decaying and diseased flesh. They do so not so much by chewing it however, for a corpse touched by a wildwood jackrabbit seems to simple melt away into the earth while the jackrabbit seems to grow noticeably larger in its belly. In the case of diseased flesh, wildwood jackrabbits consume the disease from flesh, even cancerous, cracked, and fevered flesh that is still alive, leaving renewed and healthy flesh in its wake. During this process they grow larger and their fur temporarily takes on a darker hue, and the trees growing on their heads tend to grow larger and sprout more leaves and subtly glow as they attract sunlight. Its thought that taking on a sickness is often what tends to "break" a tree from the head of a wildwood jackrabbit, for usually a jackrabbit leaves behind a new growth which the benefactor is expected to care for. However, these strange magical rabbits do not always survive the transfer of disease, and if they die their fur and the tree growing from their head darkens completely to black. The Minnenewah believe that is is bad luck to allow the tree from such a failed attempt to take root, for there are rumors that they grow into trees whose fruit induces paranoia in those who eat of it and these trees have a spiteful dryad-like spirit which is said to actually spread sickness. The Minnenewah believe that it falls upon the person healed, or their family in the case of small children or the elderly, to take the remains far from their village and build a great pyre of rotted wood. The ashes of this fire must be carefully gathered afterward and transported to a forest, where they must be buried beneath the roots of a weirwood tree. Those that complete such quests are said to often gain great virility as a result.

Given their benevolent nature, its no wonder that nearly all tribes of anchorome seem to appreciate these animals and treat them as holy beasts. In particular, the Metahel priestesses of Sifya the Warmother and Eldunna have shown great love for them after a virulent plague spread among their populace soon after they landed in the Pasocada basin, and hundreds of these hares descended upon their community at once. This was perhaps the greatest known influx of wildwood jackrabbits ever seen so far from the Adusgi Forest, and numerous groves of various fruit and nut trees, fruit bearing vines and shrubs, and wildflowers are said to dot their newfound home to this day only because of their arrival. Helms, weapons, and carven staves of the Metahel women often carry the imagery of a wildwood jackrabbit with a small tree flowering on its head, and insults of these items are not considered acceptable at all by any in the community. All attempts to tame wildwood jackrabbits or keep them to a given community have thus far failed, with such attempts seeming to leave the hare growing sickly after only a week or two.

However, not all creatures find wildwood jackrabbits to be so virtuous, for coyotlweres and the alien minded folk of the land of the insect men have been known to kill and eat these creatures whenever they can capture them. This has resulted in much hatred of these beings by their surrounding neighbors, and many small metahel raiding parties have invaded to kill thri-kreen, ettercaps, and other creatures believed to have committed such atrocities. The newly arrived Abeil in the land of the insect men have also expressed disgust to their fellows over such practices, though to date nothing has changed.


Behare - This oversized rabbit, perhaps the size of a sheepdog, possesses eight legs and is also rumored to have come from the great spirit known as Harifur long ago. These creatures are known to be exceptionally fast and are prized mounts of creatures small enough to ride one, who often use their long ears to guide the creatures. They are hungrier than most creatures of a similar size and have been known to clear areas of grass and small trees, including stumps, in order to fill their gullets. Their manure is encourages the growing of grass and small shrubs, and the majority of these creatures have been found in either the kaaya'yeeda or adusgi forest in areas where grass and shrubs dominate rather than tall trees.

Alavairthae, may your skill prevail

Phillip aka Sleyvas

Edited by - sleyvas on 24 Dec 2020 16:13:19
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sleyvas
Skilled Spell Strategist

USA
11686 Posts

Posted - 08 Jan 2021 :  21:33:27  Show Profile Send sleyvas a Private Message  Reply with Quote
Seethyr,

Go read the topic I just created called Lore: History of the Metahel Pantheon. I'm working on doing up the metahel gods. I'm torn between making it a separate piece (which would make more sense) or just including it in the race thing I've been working on and have almost done.

Alavairthae, may your skill prevail

Phillip aka Sleyvas
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Seethyr
Master of Realmslore

USA
1151 Posts

Posted - 12 Jan 2021 :  01:12:26  Show Profile  Visit Seethyr's Homepage Send Seethyr a Private Message  Reply with Quote
quote:
Originally posted by sleyvas

Seethyr,

Go read the topic I just created called Lore: History of the Metahel Pantheon. I'm working on doing up the metahel gods. I'm torn between making it a separate piece (which would make more sense) or just including it in the race thing I've been working on and have almost done.



Awesome. I really think they deserve their own separate write up, but that's just me. You can consider of course their pantheon, but also things like specific backgrounds, subclasses unique to them, magic, etc. I think a whaler, for example, might make an excellent background - something that brings them into conflict with the darfellan.

Follow the Maztica (Aztec/Maya) and Anchorome (Indigenous North America) Campaigns on DMsGuild!

The Maztica Campaign
The Anchorome Campaign
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sleyvas
Skilled Spell Strategist

USA
11686 Posts

Posted - 12 Jan 2021 :  12:48:39  Show Profile Send sleyvas a Private Message  Reply with Quote
quote:
Originally posted by Seethyr

quote:
Originally posted by sleyvas

Seethyr,

Go read the topic I just created called Lore: History of the Metahel Pantheon. I'm working on doing up the metahel gods. I'm torn between making it a separate piece (which would make more sense) or just including it in the race thing I've been working on and have almost done.



Awesome. I really think they deserve their own separate write up, but that's just me. You can consider of course their pantheon, but also things like specific backgrounds, subclasses unique to them, magic, etc. I think a whaler, for example, might make an excellent background - something that brings them into conflict with the darfellan.



That's a good idea and I've been playing with the idea that with the coming of the people from Thay came 2 subraces of humans.... Mulan and Rashemi.... well, we all know how Mulans are... but Rashemi of Thay still held some of their northerly cousin's stories to heart. Stories of a goddess named Bhalla (whom Faerunians who know say is Chauntea, but Rashemi think they're silly and say she's a great cow) and another goddess named Khelliara (whom Faerunians who know say is Mielikki, but Rashemi think they're silly and say she's a great deer who sometimes appear as a woman with antlers). Some had even heard ancient Yuir stories of a "tree god" named Relkath of the Many Branches and a bear god named Magnar the Bear. So, when the Rashemi and the Metahel get together and start sharing myths, they notice Bhalla sounds like Audhum-Bhalla, Khelliara sounds like Kaelleara, Magnar the Bear sounds like Magnaer the Bear, Relkath of the Many Branches sounds like Raelkath Maneeboughs, Ulutiu sounds like Ueluetue... and its not just the similarities of the names, the myths are near identical. Then they recall that the people who appeared in Rashemen, calling themselves the Rus, came from somewhere else and they realize they're distantly related. So, some of the Rashemi and Metahel go to form a small society of their own on an island off the eastern side of Anchorome, and they start calling themselves by a name that's maybe a mixture of all 3 peoples.... maybe

Rushemahel
Rashemahel
maybe something different... taking ideas.

Alavairthae, may your skill prevail

Phillip aka Sleyvas
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sleyvas
Skilled Spell Strategist

USA
11686 Posts

Posted - 12 Jan 2021 :  15:29:07  Show Profile Send sleyvas a Private Message  Reply with Quote
Separately from the above kind of

As you've seen, for the races stuff, I've got it mostly completed, but I wanted to throw in some location information... but I'm sidetracked

I'm also working on something dealing with some flying ships for my Luneira and Esh Alakar tharchs

Thirdly, I've been playing with the pantheon thing, and I may turn it into a document noting how the Metahel and Rashemi (and some other races) have come to occupy some islands off the eastern coast. I will probably include a revamp of my spirit shaman <and change its name to something more viking-like> as well (from complete red book of spell strategy), which is like a binder from the old Tome of Magic product but using the framework of the warlock class, but one in which you have a LOT more flexibility to just make up a story about who your "spirit" you are binding to is. This will be a variation of what they call "runecasting", because you make a sign and then bind the spirit to you in exchange for its power. With this particular concept you aren't confined to only dark and creepy vestiges like what appeared in Tome of Magic, and if someone for instance wants to write up how they're "binding to the spirit of Thunderbird or the Dawn Cock" they can.

I think I'm going to turn them into 3 separate things, and on the race one including some basics for locations like listing a race and noting places where they're commonly found. People can then correlate that with the map I'm including. I can come back later to flesh out those locations better than the scrap notes I have and do it more justice.

I want to use your naming/numbering system in a way that "links" our stuff but shows mine as "optional".... basically a campaign meant to work within the structure of your campaign concepts, but equally as capable of being left out (because I'm trying to accept most things you say, and if I miss something, well, it is what it is... we're doing this for fun, and at times we may have a slightly different view or lack of what the other is thinking).

So, what I was thinking is how you use ANCnumber for your anchorome campaign stuff, I'd like to use ANC-UToTnumber for "Anchorome - United Tharchs of Toril". I realize that some thinks won't even really involve my tharchs idea, but I'll probably end up making references here and there in everything. So, the first being ANC-UToT1, ANC-UToT2, etc... and when I head down to the Lopango Tharch .... MAZ-UToT1.... if I head to Peleverai in the Shaar FAER-UToT1 etc....

Alavairthae, may your skill prevail

Phillip aka Sleyvas
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sleyvas
Skilled Spell Strategist

USA
11686 Posts

Posted - 24 Jan 2021 :  13:29:49  Show Profile Send sleyvas a Private Message  Reply with Quote
Also posted this at the piazza forums, but figured I'd see if it sparks ideas here as well

Abeil and their relationship to corn, corn mother, and the corn maidens - Possible idea

So, oddly enough, I was reading my step-daughter's ranger rick magazine this morning. It was talking about how bees especially talk through pheromones at one point (along with other animals mind you). However, at the end of the article there was something about how plants protect themselves, and it mentions how corn will release a pheromone when its leaves are being damaged by a caterpillar. This pheromone attracts a wasp to come and attack the caterpillar and lay eggs in its body. This helps the corn live, reduces moth reproduction, and helps the wasp population breed.

So, I thought, what if the Abeil in the land of the insect men do something similar by using corn as an alarm system throughout their fields. Maybe this is a source of issue because the minnenewah come in to steal the corn to eat and it attracts abeil to come protect the fields. Perhaps there are some moths of a magical variety in the land of the insect men that are similarly a problem, and perhaps this reaction summons abeil vassals to come tend to the fields and remove them (and maybe eating these caterpillars/moths is a special treat for the queen, so those who return more of them are more likely to earn the right to mate).

If the Abeil were intent on using corn in special ways like this, it made me think that they may garner the special interest of corn mother and the corn maidens. Not sure what to do with it at this second, but I figured I'd write this much up and see if it sparks an idea in someone else's head.

Alavairthae, may your skill prevail

Phillip aka Sleyvas
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George Krashos
Master of Realmslore

Australia
6638 Posts

Posted - 19 Mar 2021 :  01:04:08  Show Profile Send George Krashos a Private Message  Reply with Quote
It struck me that I had shared this on the Sages of the Realms FB page but not here at the Keep. A bit of Anchorome lore that Eric and I came up with - as well as other stuff.

Risarkril
[3E: Major Artifact] (5E: Wondrous item, artifact (requires attunement)]

[i]This thick, yellow bone ring is carved with a curious mixture of unknown, ancient pictographs and draconic runes. Despite its appearance, it is almost weightless and appears to give off tiny puffs of air as if breathing.[i]

Risarkril is an ancient artifact dating back to the Dawn Ages and one of the last arcane workings of the Creator Race known as the aearee. It is now a sacred heirloom of the aarakocra of Faerûn and considered to be a key to restoring their former greatness as a race.

Lore: The Dawn Ages saw the end of the time of the Creator Races and the beginning of eons of conflict between the elder races of giants and dragons. The fabled aearee, the last of the Creator Races to hold hegemony over the land and sky of Faerûn fell to the first Flight of Dragons in -30000 DR, when their great aeries at Aearee-Krocaa, Aearee-Syran and Aearee-Quor were destroyed by the fiery breaths of the draconic armies of Nagamat. In the first of those great battles, Nagamat was wounded and a talon shard recovered, which aearee shamans desperately sought to enspell and use against the “the Flame Eternal”, as he was known. These shamans channelled their powers to create a mighty artifact known to them as Risarkril, but it was not enough to save Aearee-Syran from destruction. Expecting and assault by red dragons led by Nagamat himself, Phwiukree fell instead to brass dragons led by the great wyrm Shkiv, and the last bastion of the aearee was destroyed.

What is known to few sages is that during the fall of Phwiukree, several tribes from Aearee-Syran opened a portal to far-flung lands to the west, lands known to the modern-day Realms as Anchorome. There the aearee escaped the depredations of the dragons and as the years and generations passed, became the race known as aarakocra forming a new nest home they called Tirip’cayre. Despite their fall from power and the loss of many of their abilities when they were the aearee and dominated the landscape of Toril, the aarakocra retained their racial memories and passed down tales and legends of their former greatness and the draconic foes that had brought them low. Those racial memories were to come to the fore in the time after the raising of the Standing Stone.

It is not known who or what harbored Risarkril in the millennia that followed, although it is likely it was snatched up by some rapacious dragon as the aearee civilization collapsed. Ancient records of the elves now safely kept in Evereska describe an item they named “Ormlaszarl” in the possession of the silver dragons of Naerbeth which many loremasters reckon to be Risarkril, but the truth of that belief is lost in the mists of history. When the elven realm of Sharrven fell to the machinations of the fey’ri and the horde of creatures that their portal magic unleashed, the expanse of the southern High Forest was open to all manner of beasts for the first time in millennia. By -2750 DR, the great green wyrm Ramarthragar had arrived there with his spawn and established the draconic realm of Caesinchuak, harking back to the long-ago green dragon realm of Caesinmalsvir that had dominated the High Forest and surrounding woodlands eons before. Caesinmalsvir was best known for having fallen to the giants of Ostoria and red dragons led by the legendary Mahartnartorian, the “Master of the Mountains”, creating an eternal enmity between the green dragons, the jotun tribes of the Spine of the World and the red dragons of the North.

Naturally, this new draconic realm generated conflict with the elves of Eaerlann and Siluvanede but within a century an uneasy détente had formed as the dragons restricted their raiding and hunting to the area of the High Moor and the Dessarin Valley betwixt the elven kingdoms. Ramarthragar proved a cunning and powerful ruler such that his kingdom soon came under threat from the red dragons of the North, whose legends recalled how they had dominated the region now taken up by Caesinchuak when Mahartnartorian had ruled the North. But the efforts of the red dragons came to naught, for Camorthragar revealed his possession of Risarkril, and used it to slay at least a dozen red dragons including the legendary Orlazaantara “the Blazetail”, curtailing their ambitions for many years.

At the centuries passed, fewer and fewer red dragons sought to challenge the green dragons of Caesinchuak, and Ramarthragar grew old and slept for longer and longer. In that regard he vested his authority in his spawn Draeithimatar who the green dragons of Caesinchuak increasingly looked to for leadership. That relative status quo remained until the Year of the Jagged Leaves (114 DR) when the mighty great red wyrm Imvaernarhro (commonly named “Inferno” by unwitting humans) sought to breach the defences of Caesinchuak. To his surprise and fury, the power of Risarkril was brought to bear against him, and he was forced into ignominious retreat. Over the next several moons, Imvaernarhro coerced a young red dragon from the surrounding region to dare the borders of the green dragon kingdom, and saw it suffer much the same fate as Imvaernarhro but allowing him to ascertain that localised magic was at play.

With time to prepare, Imvaernarhro roused a handful of red dragons and had them assail the southern regions of Caesinchuak. Draeithimatar moved immediately to confront this threat and Imvaernarhro used this opportunity to teleport directly to the Star Mounts where he swiftly slew a barely awake Ramarthragar and a host of other green dragons that dared to confront him. When word came to Draeithimatar of Ramarthragar’s demise the green dragon panicked and fled the High Forest rather than seeking to confront the triumphant Imvaernarhro. In his wake, the other, surviving green dragons fled Caesinchuak as well, bringing an end to that draconic kingdom, allowing Imvaernarho to become the unchallenged ruler of the southern and southwestern parts of the High Forest.

Draeithimatar’s desperation saw him attack the elven realm of Ardeep to the west where the battle might of the elves whelmed swiftly and the great wyrm was laid low in a titanic battle above the trees when Laranla Embrae Aloevan and a host of elven knights and wizards mounted on spectral pegasi assailed the dragon. In its death throes, the wyrm’s venomous breath coupled with the effects of its shimmering spell mantle, thought to be of Netherese origin, devastated the south-central portion of the forest, leaving a desolate, poisoned uninhabitable scar and causing the victorious elves to flee or be slain by the unleashed pestilence. Pursuing Draeithimatar, the adult green dragon Krazelathra and her three wyrmlings came upon that dragon’s ruined corpse and took away Risarkril and flew on westward until they came to the coast and the woodlands located there. Krezalathra claimed the northern reaches of the Qyarnundessorin (Modern: Kryptgarden Forest) and made her lair in the Deeping Cave where she raised her wyrmlings and fought off all who dared to encroach upon her territory.

In the Year of the Windswept Plains (174 DR) the aarakocra of Anchorome managed to activate the ancient portal of their aearee forbears that had delivered them to their distant home ages prior. Their arrival in the Star Mounts was met with savage swiftness by a roused Imvaernarhro who followed the handful of the surviving aarackocra back through the portal to their homeland and found a wilderland continent containing vast herds of wild beasts for him to graze on and no hunting humanoids to pester him. Ignoring the aarakocra who fled from the rampaging red dragon, Imvaernarhro roamed far and wild, ate to bursting and then returned to the Star Mounts content that his need to feed could now be sated without fear of ambush or attack.

The shaken aarakocra took stock and feared that it was only a matter of time before Imvaernarhro turned his attention toward them and eradicated their mountain nests. While the shamans of the tribes combed through their oral traditions and their dim, earliest history for a means to combat this menacing foe that reminded them of the dreaded Nagamat, the chieftain Trisil gathered the clans into a huge “featherflight dreaming” magic ritual that saw them commune with their deity Krocaa. Krocaa revealed through dream visions that the aarakocra had to depart from their millennia-old home and travel east to mainland Faerûn to reclaim their ancient home of Aearee-Syran. It was also revealed that to do so they needed to retrieve the legendary artifact Risarkril to ward of the depredations of Imvaernarhro.

In the centuries after the fall of Caesinchuak, Imvaernarhro had become the unchallenged master of the southern High Forest. To prove his might, he even allowed other dragons to lair in his domain in exchange for regular tribute, regularly selecting green dragons to remind them of their fallen greatness and indulge his peculiarly red dragon sense of humor. Often time other dragons would seek to challenge Imvaernarhro’s dominion, but they all met a fiery and swift demise, reinforcing his fearsome reputation for slaying those who challenged him without mercy. That situation did not change at all until the Year of the Unknown Truth (560 DR) when he was bedevilled by a puny, lesser race who he had barely given a thought to over the many long years.

In the Year of Vestigial Wings (186 DR), the first aarakocra of Tirip’cayre commenced a long journey eastward toward their ancient homeland. Pausing for rest on many isles along the way and for an extended period in Maztica, the aarakocra made landfall atop Kryptgarden Falls, high above the Kryptgarden Forest in the Year of the Eagle’s Flight (418 DR). The aarakocra, led there by the dream visions of Krocaa, made the site their home and began to spy on the ancient green dragon Krazelathra and the ancient artifact Risarkril that lay amidst the heaped treasures of her hoard. The aarakocra grew in strength over the next seven score winters as many more of their nest brothers and sisters made the hazardous flight from Tirip’cayre. Around the same time Kazelathra clutched her daughter Claugiyliamatar in the Year of the Crawling Vine (502 DR) but after another half a century or so became unwell, contracting the disease known as thurmolik to dragons (and to humans as “scalerot”). This malady weakened Kazelathra greatly, such that in the Year of the Mithral Eagle (558 DR), the aarakocra were able to launch an assault on the Deeping Cave and come away with Risarkril from her hoard, despite many warriors falling to the claws and spells of the furiously, impotent green dragon. With the artifact in their possession, the aarakocra gathered in a vast flight and took leave of Kryptgarden Falls flying east to the Star Mounts where they commenced building a series of eyries amidst the peaks.

A brief two winters later, Imvaernarhro roused himself from a long sleep to discover aarakocra flying around “his” mountains and bearing the scent of those who had blundered into his lair nearly four centuries prior. His grim amusement and curiosity at this development soon turned into rage when he received a taste of the magic of Risarkril and was forced to retreat from the peaks he called home. After a short period, the mighty Imvaernarhro swallowed his pride and invited the aarakocra to a parley where it was agreed that they would both live in the Star Mounts and respect each other’s lairs and defined territory. And so it passed that the great red wyrm Imvaernarhro suffered the aarakocra to build five aeries on the upper slopes of the central peaks of the Star Mounts and refrained from attacking them or driving them away from his domain, such was the power of Risarkril.

The centuries passed and the arrangement between the aarakocra and Imvaernarhro became little more than a minor irritation to the great red wyrm but in time it became a point of fascination for the other denizens of the High Forest living near to the Star Mounts. In the time after the arrival of the aarakocra, Imvaernarhro allowed the green dragons Grimnoshtadrano, Chloracridara and Elaacrimalicros to take up residence beneath the boughs of the High Forest as their predecessors moved on, were slain by enemies or had the temerity to challenge Imvaernarhro for rulership over the southern High Forest and die. In return these dragons paid annual tribute to their red dragon overlord, giving up a small part of their hoard at the beginning of every new turn. Of the three green dragons, it was Elaacrimalicros that chafed the most regarding his subjugation to Imvaernarhro. Knowing he could not best the great red wyrm through strength of claw or spell, Elaacrimalicros saw many a scheme fail to vanquish Imvaernarhro. Adventurers lured into conflict with the dragon were slain in short order; other dragons who could be convinced to attack him were destroyed utterly; and even manipulation of the Cult of the Dragon to see if they could enspell and control the great red wyrm came to nothing. For over a century, a frustrated Elaacrimalicros sought to find a way to bring Imvaernarhro low, but to no avail.

It was only in the Year of the Gauntlet (1369 DR) that Elaacrimalicros finally discovered a means to challenge Imvaernarhro. Observing that the aarakocra of the Star Mounts co-existed with the great red wyrm and seemingly travelled where they wished with impunity, Elaacrimalicros suspected that there must be a reason for the age-old détente and further investigation on his part deduced the existence of Risarkril. Taking advantage of a long period of somnolence on the part of Imvaernarhro, the green dragon launched a vicious attack on the aarakocra, devastating their mountain eyries and slaying the avians in droves. The aarackocra were unprepared for this savage assault and with Risarkril impotent against green dragons, they had no choice but to flee or be utterly destroyed. While a few members elected to stay in the Star Mounts in hiding at Khle’cayre to await a roused Imvaernarhro and ascertain whether there was any chance he would intercede on their behalf, the surviving aarakocra scattered throughout the North and the Heartlands, with some flying as far south and east as Cormyr.

Risarkril however was not taken away from the environs of the High Forest. A group of ten aarakocra spellcasters, elementalists in the main, who call themselves the Icayre’tirrik (“Nest of Retribution” in the aarakocran tongue) moved north into the Lost Peaks and established a secret lair. This group have decided to spend their lives collecting and marshalling assistance from the elemental plane of air to gain revenge against Elaacrimalicros. Slowly, over a period of years, they plan to summon an army of elementals, great and small, and then destroy the dragon in a whirlwind of destruction. This group led by the shaman Kivrip retains possession of Risarkril and ponder how they can use it to bring Elaacrimalicros into conflict with the mighty Imvaernarhro.

(3E) Effect: The bearer of Risarkril is immune to to the fear aura, breath weapon and spells of red dragons and physical damage caused by a red dragon’s natural attacks upon the bearer are reflected 100% back on the dragon that inflicted them. In addition, Risarkril also has these powers that can be invoked once per day at 16th caster level.
• Antipathy toward red dragons (Will DC 25 negates).
• Scrying (Will DC 25 negates).
• Shriek of Krocaa (like greater shout Fort DC 20 partial).

(5E) Random Properties. The ring has the following random properties:

• 1 minor beneficial property
• 1 minor detrimental property

Properties. While you control the ring you are immune to to the frightful presence, fire breath and spells of red dragons and physical damage caused by a red dragon’s natural attacks upon the bearer are reflected 100% back on the dragon that inflicted them.
Spells. The ring has 8 charges and regains 1d4 + 4 expended charges daily at dawn. If you control Risarkril you can use an action and expend two or more charges to cast one of the following spells (save DC 20) from it: antipathy (red dragons only, 3 charges), scrying (3 charges) or shriek of Krocaa (like shatter but emanating from the bearer and 8th-level version, 2 charges). If a red dragon has legendary resistance, that power cannot be invoked against a spell cast from the ring.
You can also use an action to cast sanctuary from the ring without using any charges.
Destroying the ring. Risarkril appears fragile but is impervious to most damage, including the attacks and breath weapons of all dragons, not just red dragons. Destroying the ring requires it to be subjected to the breath weapons of Tiamat in sequence, whereupon it will shatter into dust.

-- George Krashos


"Because only we, contrary to the barbarians, never count the enemy in battle." -- Aeschylus

Edited by - George Krashos on 20 Mar 2021 13:35:30
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Demzer
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Posted - 19 Mar 2021 :  10:01:07  Show Profile Send Demzer a Private Message  Reply with Quote
quote:
Originally posted by George Krashos

... big snip of awesmoness ...



This is wonderful
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sleyvas
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Posted - 19 Mar 2021 :  17:29:48  Show Profile Send sleyvas a Private Message  Reply with Quote
So, this is the part you want to use for Anchorome

What is known to few sages is that during the fall of Phwiukree, several tribes from Aearee-Syran opened a portal to far-flung lands to the west, lands known to the modern-day Realms as Anchorome. There the aearee escaped the depredations of the dragons and as the years and generations passed, became the race known as aarakocra forming a new nest home they called Tirip’cayre. Despite their fall from power and the loss of many of their abilities when they were the aearee and dominated the landscape of Toril, the aarakocra retained their racial memories and passed down tales and legends of their former greatness and the draconic foes that had brought them low. Those racial memories were to come to the fore in the time after the raising of the Standing Stone.

Where exactly are you guys looking to place Tirip’cayre and do you have any particular ideas in mind for it? Northwestern Anchorome? Northeastern Anchorome (like that upper peninsula area that "reaches" towards Faerun)? The floating city hovering above an ice filled bay in the far north mentioned in GHotR that had dragons on it? The sands of Itzcala below the Pasocada basin? The area known as the land of the insect men? Somewhere else?

Alavairthae, may your skill prevail

Phillip aka Sleyvas
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George Krashos
Master of Realmslore

Australia
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Posted - 20 Mar 2021 :  02:07:20  Show Profile Send George Krashos a Private Message  Reply with Quote
Ahh Phillip, we're not. It's up to everyone else to use it as they want.

-- George Krashos

"Because only we, contrary to the barbarians, never count the enemy in battle." -- Aeschylus

Edited by - George Krashos on 20 Mar 2021 02:08:30
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Seethyr
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Posted - 20 Mar 2021 :  13:10:39  Show Profile  Visit Seethyr's Homepage Send Seethyr a Private Message  Reply with Quote
This is truly fantastic. That was a wonderful read.

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sleyvas
Skilled Spell Strategist

USA
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Posted - 20 Mar 2021 :  14:35:30  Show Profile Send sleyvas a Private Message  Reply with Quote
quote:
Originally posted by George Krashos

Ahh Phillip, we're not. It's up to everyone else to use it as they want.

-- George Krashos



Not a problem. Just asking because if you WERE going to place it, it'd be nice to nail it down so that no contradiction happens. How about we say that Tirip'Cayre is in the far northeastern part of Anchorome? It puts it where I think Seethyr was looking to put things. My goals with all this are to be as inclusive of as many folks ideas as possible so as to make a place we might all enjoy.

That aside, just wondering... put on your imagination hat for a second, what do you picture such a settlement looking like?

Alavairthae, may your skill prevail

Phillip aka Sleyvas

Edited by - sleyvas on 20 Mar 2021 14:38:24
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sleyvas
Skilled Spell Strategist

USA
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Posted - 03 Apr 2021 :  16:57:21  Show Profile Send sleyvas a Private Message  Reply with Quote
Just put up my first introduction to try and get some of my ideas gelled for the United Tharchs of Toril. Its a pay what you want product called

United Tharchs of Toril - Secret Cities & Strange Skyships of Anchorome

https://www.dmsguild.com/product/352561/United-Tharchs-of-Toril--Secret-Cities--Strange-Skyships-of-Anchorome?src=newest_community&filters=45469_0_0_0_0_0_0_0

It is a product meant to fit within the continent of Anchorome as developed by Seethyr (known on DM's Guild as Jon Hild), but without changing his work in any significant way. This product runs across a myriad of subjects, from spelljamming, artificers, new constructs, trade and special materials, gods protecting the humans while in Abeir, a new player race that is a reborn ancient person who can only vaguely recall his other life, intelligent magic items, some new weapons such as the antler staff and maduvus made of almiraj or jackalope horns. Much of this product is history and lore, and its written in a way that introduces you to some history, then details that in game terms. It is the hope that this method will help cement the story that this product is meant to relay. This product also contains a large map covering Anchorome, Maztica, and Lopango which covers some of these additions, as well as some references to such places as Balduran Bay and New Kensten, which may see development in future products.

Alavairthae, may your skill prevail

Phillip aka Sleyvas
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sleyvas
Skilled Spell Strategist

USA
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Posted - 07 Nov 2021 :  17:45:13  Show Profile Send sleyvas a Private Message  Reply with Quote
https://www.thingiverse.com/thing:5102441
Plumed Dragonborn by (https://www.thingiverse.com/thing:5102441) sleyvas is licensed under the Creative Commons - Attribution license.
http://creativecommons.org/licenses/by/3.0/

Plumed Dragonborn

These dragonborn are believed by some to be descended from the feathered dragons of the lands of faerie known as mirage dragons, whereas others believe them to be dragonborn who have come to worship couatl deities such as Quetzalcoatl or Kukulkan. They are most commonly found in forests, jungles, or swampy regions, where their typically green scales help them blend in well. The one thing that truly stands out for them however is the frill of plumage that surrounds their head, and these feahers come in a variety of colors ranging from orange, red, pink, purple, black, and even cobalt blue. Their chests and palms are typically a tanned coloration, resembling the underside of many snakes and the mirage dragon. It is thought by some that they have a rather odd breath weapon, rather than the typical exhalation of elemental energy. Some say it can have a bewildering effect on the mind. Others have noted that these dragonborn, like many, have a penchant to produce sorcerers amongst their ranks, and that these sorcerers tend to gravitate towards the powers of illusion and enchantment for their spells.

Alavairthae, may your skill prevail

Phillip aka Sleyvas
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sleyvas
Skilled Spell Strategist

USA
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Posted - 19 Dec 2021 :  21:01:49  Show Profile Send sleyvas a Private Message  Reply with Quote
Seethyr,

https://www.dmsguild.com/product/381195/The-Infamous-Butterbear-a-treatise-on-the-Baerie-Dragons-of-the-Adusgi-Forest

Gonna see if I can figure out how to send you a copy. I think you'd enjoy it as a quick read.

Description:

A new "monster" for your campaign that is great for games with kids and adults alike, but one that most people believe is a tall tale made up for children. The baerie dragon is a mix of both faerie dragon and bear, created when a poor bear cub cried out to Balanis the Honey Queen for help to protect his mother. You may or may not use this creature, but you will probably enjoy reading the product, which is told from the perspective of a woodland urda named Taleteller, who relates the story of how she came to be involved with these rather interesting creatures.

Baerie dragons are believed to be native to the continent of Anchorome on the world of the Forgotten Realms. However, due to the many portal connections found in the Adusgi forest, especially to the feywild, they may be found anywhere on Toril, in the feywild, or even on other worlds. If you have children and would like to play a family friendly game of D&D with them, consider using a baerie dragon as a way to entertain all at the table.

If you are interested in this product, you can do a full preview before purchasing. As a pay what you want product, you can of course pay whatever you feel in your heart that this was worth to you.

Alavairthae, may your skill prevail

Phillip aka Sleyvas
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sleyvas
Skilled Spell Strategist

USA
11686 Posts

Posted - 24 Jan 2022 :  12:37:39  Show Profile Send sleyvas a Private Message  Reply with Quote
The Influence of the Amber Dragons of Anchorome on the North

https://www.dmsguild.com/product/384365/The-Influence-of-the-Amber-Dragons-of-Anchorome-on-the-North?filters=45469_0_0_0_0_0_0_0

What are Amber Dragons you ask? Well, perhaps you should read this document which details how the amber dragons of Anchorome have helped shaped numerous cultures throughout Anchorome. The forest dwelling dragons are protective of their forests, after all they DO have to eat from trees, and they seem to have a symbiotic relationship with the animals amongst whom they dwell.

This supplement is more lore than anything, intent on filling in some of the cultures in and around the Adusgi forest, as well as the land of the insect men. It also contains numerous new monsters which fit into an Anchorome campaign to replace beings like "unicorns" with wildleaf stags and wildwood jackrabbits. There are also numerous varieties of jackalopes, including some that are many-legged, giant, and even sabertoothed. It also seeks to provide something other than giant wolves, bears, etc... for a party to be involved with. It reflects how other cultures might interact with a giant beaver, moose, woodpecker, hummingbird, etc...

This product is meant to be used with the Achorome Campaign Setting created by Jon Hild (and available on DM's Guild), but does not require its use. I thank him for sharing his view of Anchorome, and through development like this hope to expand on his campaign to fill in the holes that exist, and hopefully enrich the world that has been presented. That being said, amber dragons and the other monsters listed here can easily be imported into other areas of the forgotten realms or other D&D campaignw with little effort, and they were originally presented in the Monstrous Compendium Annual Volume 3, but not seen afterward to my knowledge.

******************introduction below********************

“Old Pine Eater”, as the Faerunians of Fort Flame know Pennetteryn the amber elderwyrm, is an oddity of a dragon who resides in the northern forests of Anchorome. He is known by many other names as well amongst the people of Anchorome, including “The Green Killer” for his reputation as a killer of green dragons, “The Blightbane”, and “Dryad's Nightmare”. This last of course relates to the story of him eating the tree of a dryad who tended to nag him to deal with some minor menace to the forest which he felt they should be able to find someone else to deal with, which he blames on a succubus using a suggestion upon him.

What is this? You say you've never heard of an amber dragon? Surely you must be from Faerun, for most everyone in Anchorome has heard at least some stories of Amber dragons. Stories of sections of forest with giant growing flowers ring a bell? What about jackrabbits with antlers the size of a pony? The collected “Tales of Baeg the Bloommoose and his faithful forest giant companion”? None of that is anything you've ever heard of? Well, then it seems we must start at the beginning.

An amber dragon is believed by many to be another type of gem dragon, though others claim its a dragon that was entirely born in the feywild. Still others believe they are transplants from the spirit world or liken their relationship to nature as similar to the lung dragons of Kara-tur. Unlike other dragons, its skin resembles the bark of a birch tree more than it does individual scales., though it is considerably denser than it would appear. It tends to vary in shades between grays, light and dark browns, and olive green, with striations of different colors. It is this coloration that helps these creatures hide in the thick forests in which they live. Their eyes are a rich amber coloration.

Amber dragons are notoriously smaller than their other draconic kin, with even ancient amber dragons being only the size of adult dragons of other types. However they continue to grow even after passing their eight hundredth year. At birth, they are approximately the size of a halfling, and within a few years they grow to the size of a large dog. Upon becoming a full grown adult, they are a bit larger than a wyvern. Only the eldest wyrms amongst amber dragons reach the size of an ancient black or green dragon, with most reaching this size only after fifteen hundred or more years. This oddity of size is unusual given that they often have a strange effect on some birds and mammals born in their vicinity, in that many of these beasts grow into giant varieties as they age. Many amber dragons have a similar effect on flowering plants and trees in their vicinity.

Amber dragons possess extremely sharp claws with which to defend themselves. Their most notorious weapon is on the tip of their snout, where a large horn rises. It is with this horn that they gouge coniferous, maple, elder, and other trees. They then drink the sap of these trees, which is their primary means of sustenance. In fact, unlike other dragons, amber dragons do not favor eating meat, though they can if necessary to survive. The “teeth” of amber dragons only remotely resemble the teeth of other dragons as well, and they appear to be made of carved wood. Their teeth are known to splinter and break if put to the test, though they quickly regrow in these situations in the course of a week or two. As a result, most amber dragons do not bite their opponents, preferring to simple deal with attackers via their sap breath weapon, spells, or their horn and claws. They do have a beak like nose at the end of their mouths, which upon investigation appears to be made of a fibrous, wood-like material to duskwood. This beak can be removed from its dead body and carved as though it were had the hardness of bronze, typically having a dark brown or black look. The beak of an adult amber is large enough for a light weapon, and that of an ancient amber dragon can be carved into a one-handed melee weapon, shield, or a breastplate.

Alavairthae, may your skill prevail

Phillip aka Sleyvas

Edited by - sleyvas on 25 Jan 2022 00:48:10
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Wooly Rupert
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Posted - 24 Jan 2022 :  19:03:17  Show Profile Send Wooly Rupert a Private Message  Reply with Quote
I like the concept, though I have to wonder why a dragon that doesn't look like amber was dubbed that.

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sleyvas
Skilled Spell Strategist

USA
11686 Posts

Posted - 25 Jan 2022 :  00:47:08  Show Profile Send sleyvas a Private Message  Reply with Quote
quote:
Originally posted by Wooly Rupert

I like the concept, though I have to wonder why a dragon that doesn't look like amber was dubbed that.



Their spit surrounds people in sticky resin that rapidly solidifies just like amber. In 2e it was just a save or be entrapped/die type scenario. I changed it to hot sap with damage, with less of a chance of permanent entrapment, so that's its not just a "save or die" scenario. Their eyes are also amber colored, though I don't think that would be why they'd be called that. So, rather than call them a "camouflaged" or "striped" dragon, why not call them after what their breath does (just like people say "it's a fire breathing dragon" and don't mention its color or what it looks like). That being said, their "primary" color that I usually showed was a light brown/yellow kind of resembling amber.

Alavairthae, may your skill prevail

Phillip aka Sleyvas

Edited by - sleyvas on 25 Jan 2022 00:49:13
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Seethyr
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Posted - 25 Jan 2022 :  02:30:22  Show Profile  Visit Seethyr's Homepage Send Seethyr a Private Message  Reply with Quote
Sleyvas’ description also matches their 2e description. Recent books like Fizban’s have depicted all gem dragons to be completely crystalline in appearance. I honestly don’t know which I’d prefer but I usually go with older lore.

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sleyvas
Skilled Spell Strategist

USA
11686 Posts

Posted - 25 Jan 2022 :  03:13:23  Show Profile Send sleyvas a Private Message  Reply with Quote
quote:
Originally posted by Seethyr

Sleyvas’ description also matches their 2e description. Recent books like Fizban’s have depicted all gem dragons to be completely crystalline in appearance. I honestly don’t know which I’d prefer but I usually go with older lore.



Yep, I did change them a little, but the original was this

Amber dragons possess a thick, bark-like skin that ranges from
dull gray to dark brown. Their eyes are the color of rich amber, and
they have a long (1-foot) homed prow. In addition, an amber
dragon's feet end in sharp, scythe-like claws.
<snip>
The amber dragon is relatively small, so opponents have a
+4 bonus to saving throws against its fear aura. Their cartilaginous
teeth are not well-formed for biting; instead amber dragons thrust
with their beak-like prow. Amber dragons avoid combat whenever
possible, hut can employ two scythe-like claw attacks and a prow
attack if forced into melee. Though smaller and weaker than their
more common relatives, they enjoy good spellcasting ability, being
able to cast all spells normally cast by druids.


I added an option for some green hue since they're in the forest (picturing more yellow-brown and light green stripes occasionally instead of yellow-brown and darker-brown. I specified the type of bark for their skin to show that its like a birch tree, so that its "smooth" and not rough like a pine. I also noted that the only picture has them with a "parrot like nose", so I made them have a beak that can be considered like a very strong metal (brass), but carvable like wood. The original also gave them "cartilaginous" teeth, and I opted for teeth that were like wood and constantly regrowing. They won't like to bite folks just like the original, but if they do... it'll be kind of like a shark... they'll leave behind splinters instead of teeth, but their teeth will reform. But their normal attacks are horn and claws with option of tail (I picture they might butt with their beak-like nose as well, but that would be considered part of the horn attack).

I noted that it called them "relatively small", and so I decided to take that to an extreme and dropped them a whole size category compared to other dragons. It makes it kind of interesting, because a fully grown one is only the size of a horse, and an ancient one is only as big as an adult of any other kind of true dragon. But, I do give them an option to get as big as a regular ancient, after twice as many years (1500), and I'm thinking there's only one such in all of Anchorome (that being Old Pineeater... or Pennetteryn the amber elderwyrm).

If you're interested to see the original artwork by a professional the FR wiki actually shows them

https://forgottenrealms.fandom.com/wiki/Amber_dragon#:~:text=Amber%20dragons%20were%20exceptionally%20intelligent,attuned%20to%20their%20natural%20surroundings.

They were actually made realms links by Demihuman deities (which I didn't know till I started writing this and saw this about them on the wiki, though I don't think they've ever been placed anywhere).

Ambers dragons were a favored monster of the deities Rillifane Rallathil, Baervan Wildwanderer, and Sheela Peryroyl

In all, I think its definitely a different take on dragons for Toril, and something I hope that makes Anchorome "different but fun".

BTW, I didn't go down into the region I called Goelmearra with them in the Adusgi, which is where I put forest gnomes, rock gnomes, transformed gnomes into badger folk (bagheari), and transformed gnomes into racoon folk (raucumi)..... but now that I think on the idea that Baervan Wildwanderer favors them, there should be a handful there too. It's a sizable community, and I could see two or three of these CR 10 horse sized dragons living there and even a few CR 5 medium ones and CR 1 small wyrmlings. Now I got a picture of a young amber dragon, a faerie dragon, and a baerie dragon getting into some kind of fun trouble.

Alavairthae, may your skill prevail

Phillip aka Sleyvas

Edited by - sleyvas on 25 Jan 2022 03:22:11
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Seethyr
Master of Realmslore

USA
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Posted - 25 Jan 2022 :  03:46:29  Show Profile  Visit Seethyr's Homepage Send Seethyr a Private Message  Reply with Quote
I started reading the document Sleyvas. I love it. You’ve really taken on the forest and populated it quite a bit. Given its size it works really nicely.

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sleyvas
Skilled Spell Strategist

USA
11686 Posts

Posted - 25 Jan 2022 :  11:55:34  Show Profile Send sleyvas a Private Message  Reply with Quote
quote:
Originally posted by Seethyr

I started reading the document Sleyvas. I love it. You’ve really taken on the forest and populated it quite a bit. Given its size it works really nicely.



Thanks man. I tried to bring in some of your monsters that you created, like the Mishipeshu, the Caddaja, making reference to a new minnenewah tribe... while trying to steer entirely away from the idea of native america. I also wanted to give the elderwyrm a feel like he's a great spirit to a degree while making him .... just another dragon. I may not have gotten that last bit, but I was also getting punchy at the end.

You know what's funny. I said I had all these other ideas I wanted to pursue, and yet after mentioning Goelmearra last night.... for some reason its stuck there and I feel like I want to give it a five shires type treatment (nowhere near that scale though). I've always felt that region would make a good place for a starter campaign, since I put several races there, plus the pagunki half elves are nearby, poscadari elves are nearby, and there are faerunians and minnenewah to either side. Plus, you have the forest with the rogue modrons nearby and they built the solar powered recharging stations that LOOKS/ACTS like trees kinda... something rock gnomes would definitely be interested in. Not really sure where to take it though... I just have imagery of cartoons when I was a kid bouncing around, and I had fun writing that baerie dragon article in that region. I think I'll visit Luneira and ponder before starting to write.

Alavairthae, may your skill prevail

Phillip aka Sleyvas

Edited by - sleyvas on 25 Jan 2022 14:40:10
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sleyvas
Skilled Spell Strategist

USA
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Posted - 31 Mar 2022 :  16:37:35  Show Profile Send sleyvas a Private Message  Reply with Quote
It is no secret that Anchorome seems to have a strange number of rabbit like monsters of all sizes. Most are centered around the forests of northern Anchorome, the beyori riverlands, and the Kaaya'yeeda (Land of the giant beasts). These creatures include the jackalope, blink bunny, hawkhare/volpertinger, blinktinger, giant jackalope, dire jackalope, the somewhat rare eight legged, horse sized sabretooth behare, and the beloved wildwood jackrabbit whose "horns" are replaced by sprouting flowers. Giant and dire jackalopes are typically found in the Pagunkee Wood and the wooded hills of Goelmerra, where they are often used as mounts by the half-elves and forest gnomes, while regular jackalopes, blink bunnies, and hawkhares are more commonly found in wilder areas where kercpa and fey reside. Some say that this influence comes from the visitations of the squirrel-like hero-god, Rititisk the Clever, and his prodigiously virile mount Harifur. Others say that the metahel goddess Eldunna, the halfling goddess Sheela Peryroyl, the gnome god Baervan Wildwanderer, or various Great Spirits are behind this unusual spread of creatures. However, one thing should be noted. They are not confined to the northern lands, and many point to the existence of the Hare Maidens for their spread. This entry will discuss the Hare Maidens and the varieties of strange rabbits found in the creek lands of the Short Ones in the Poscadari Basin.

Haerihpus - This tiny sized creature is perhaps one of the most odd looking of all the rabbit monstrosities, second only to the sabretooth behare. In many ways it resembles a hippogriff, in that its a mix of a bird and a mammal. It possesses the hindquarters, back, and head of a long-tailed jackrabbit, though its mouth and nose have been replaced by a duck like bill. It has the legs, webbed feet, underbelly, and wings of a duck. Similar to a cockatrice, this creature has an unusual magical attack delivered by touch of its bill, which is made more dangerous due to the tendency of these creatures to attack a threat en masse. Each haerihpus is able to imbue 1d4-1 levels of exhaustion in those touched, but may only perform this magical attack once before it must recharge. As a secondary ability, a haerihpus is able invoke invisibility upon itself at least once per day (rumors are that this renews after they rest for an hour or more), and thus their assaults often result in a quick burst of assaults followed by fleeing. Unlike most rabbit like creatures of Anchorome, Haeihpus are omnivorous, particularly preferring to eat small fish much like the ducks that they resemble. Haerihpus feathers are particularly prized by the halflings of the Poscadari basin for their beauty and are often used as fletching on arrows said to perform little damage but which relay exhaustion on those hit. Priestesses of Sheela Peryroyl are said to use feather masks incorporating haerihpus feathers and preserved flower petals. However, the main prize of haerihpus lie in their eggs, which are unusually colorful and often colored with strange designs. Acquiring unhatched haerihpus eggs is a great boon to anyone willing to sell them to the short ones, who often drill a small hole in them to drain the yolk and keep the shell for decorative purposes, using repeatedly applied thin layers of a clear resin to harden this shell.

Haeram - Similar to the giant jackalope of the Adusgi forest, these medium sized beasts are often used as mounts for short ones. In most respects, they resemble just an unusually large rabbit, except that they have large goat like horns and have a large beard like that of a goat hanging from its chins. The halflings of the Poscadari basin prized these beasts for their ability to quickly dig out burrows, and many of these short ones share their domicile with a fluffle of haeram. Bridles made to ride these creatures are usually made to attach to their horns, rather than having a bit in the mouth of the beast.

Hare Maiden - Similar in many ways to the corn maidens, the hare maidens are believed to be spirit folk like the Minnenewah. Faerunian sages believe them to be related to the shapechanging hengeyokai of Kara-tur. They appear to be humanoid females, lacking normal human ears but having rabbit like ears atop their heads and a furry cotton tail, with the ability to change their size and appearance from tiny to medium sized, nearly as tall as a short human female. They also possess the ability to transform into a variety of rabbit like creatures common to Anchorome, though whether each is limited to one type, or whether they can all transform into multiple types is little known.

For more on the previously mentioned creatures (not these 3), consult my reference on the influence of the Amber Dragons on Anchorome

https://www.dmsguild.com/product/384365/The-Influence-of-the-Amber-Dragons-of-Anchorome-on-the-North

Alavairthae, may your skill prevail

Phillip aka Sleyvas

Edited by - sleyvas on 31 Mar 2022 17:05:23
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HyperboreanTom
Acolyte

Canada
12 Posts

Posted - 11 Apr 2022 :  01:09:59  Show Profile  Visit HyperboreanTom's Homepage Send HyperboreanTom a Private Message  Reply with Quote
Just wanted to post a new collection of my Anchorome fan art, not to have it used (Although anyone is welcome to do so) but just because the new Anchorome stuff is so inspiring and fun it has had my pencil scribbling furiously for the last year or two.
https://hyperboreancomics.wordpress.com/2022/02/28/true-world-anchorome-maztica-compilations/

As stated earlier, it even inspired me to create D&D versions of various Indigenous Marvel heroes that are included in the above link. I made some of my own headcanon and included some new ideas (Puffinfolk, Arctic Halflings, etc) and I don't always make a lot of distinction between Azuposi/Nahapoca/Dog People, but I hope any deviations are only taken as respectful improvisation.

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HyperboreanTom
Acolyte

Canada
12 Posts

Posted - 11 Apr 2022 :  03:13:41  Show Profile  Visit HyperboreanTom's Homepage Send HyperboreanTom a Private Message  Reply with Quote
I think I've read though most of the posts here, but I may have missed some, so forgive me if I'm rehashing an existing discussion and kindly point me there. But was there any thought of the Metahel having actually come through one of the Tidegates from the Sea of Corynactis? Are those gates specifically in deep water? I had a random thought that that would explain why what to me are Northmen from Moonshae have ended up the West coast of Anchorome. Am I missing part of that lore?

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sleyvas
Skilled Spell Strategist

USA
11686 Posts

Posted - 11 Apr 2022 :  20:53:02  Show Profile Send sleyvas a Private Message  Reply with Quote
quote:
Originally posted by HyperboreanTom

I think I've read though most of the posts here, but I may have missed some, so forgive me if I'm rehashing an existing discussion and kindly point me there. But was there any thought of the Metahel having actually come through one of the Tidegates from the Sea of Corynactis? Are those gates specifically in deep water? I had a random thought that that would explain why what to me are Northmen from Moonshae have ended up the West coast of Anchorome. Am I missing part of that lore?



The tidegates for the Sea of Corynactis actually opened up on the Inner Sea (Sea of Fallen Stars) and not the outer oceans.

The big thing with those who came to Ruathym is this as the beginning entries for the northmen in The Grand History of the Realms

c. –3100 DR
Human seafarers from the west name and settle the island of Ruathym [–4600,–3000] in the Sea of Swords.

So, they originally come from "the West"... or the direction of Anchorome and the smaller continents surrounding it. I like the idea that they come from the smaller continents surrounding it. So, with that idea, having some of them coming from those places and landing on Anchorome's coast becomes very believable.

Another option that I throw out though is the idea from the 2nd edition Jakandor Isle of War/Land of Destiny/Isle of Legend products. Basically, the idea in that product us that the "Knorrman" are some humans who found themselves transferred "elsewhere" in a fantastical storm at sea. They then find themselves at the isle of Jakandor, where they find some beings known as the Charonti (other humans whose focus is on studying magic, specifically necromancy, and with a tattoo fetish). With some rework, that storyline could very much fit the realms. I recommend the product as a way to present the metahel as well, because they aren't exactly viking... they take concepts from a lot of earth cultures. In my mind they "look" like vikings mixed with native american culture.



Alavairthae, may your skill prevail

Phillip aka Sleyvas
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Seethyr
Master of Realmslore

USA
1151 Posts

Posted - 11 Apr 2022 :  21:25:33  Show Profile  Visit Seethyr's Homepage Send Seethyr a Private Message  Reply with Quote
quote:
Originally posted by HyperboreanTom

Just wanted to post a new collection of my Anchorome fan art, not to have it used (Although anyone is welcome to do so) but just because the new Anchorome stuff is so inspiring and fun it has had my pencil scribbling furiously for the last year or two.
https://hyperboreancomics.wordpress.com/2022/02/28/true-world-anchorome-maztica-compilations/

As stated earlier, it even inspired me to create D&D versions of various Indigenous Marvel heroes that are included in the above link. I made some of my own headcanon and included some new ideas (Puffinfolk, Arctic Halflings, etc) and I don't always make a lot of distinction between Azuposi/Nahapoca/Dog People, but I hope any deviations are only taken as respectful improvisation.



As usual, the art is awesome. It’s so cool to see these creations come to life!

Follow the Maztica (Aztec/Maya) and Anchorome (Indigenous North America) Campaigns on DMsGuild!

The Maztica Campaign
The Anchorome Campaign
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HyperboreanTom
Acolyte

Canada
12 Posts

Posted - 26 Apr 2022 :  03:44:06  Show Profile  Visit HyperboreanTom's Homepage Send HyperboreanTom a Private Message  Reply with Quote
Thanks guys! I think I'd like to draw a Tanarvraki next. I understand that their look is similar to Mirage Dragons, but I'm not sure I yet understand their deal. I know I'm biased against Fort Flame (as you saw in my art) to a certain extent - in my planned Anchorome campaign they are definitely more villainous than anything. So I guess I'm wondering why the Tanarvraki chose to ally with them. Was it lack of better options? Or do they respect the Flaming Fist's martial abilities? Or something else? In terms of their wardrobe, do you imagine them in a mix of local and Faerunian attire? Or something a bit more otherworldly from Abeir? As I recall, Sleyvas did a render of one. Would you mind reposting?

Thanks!

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Seethyr
Master of Realmslore

USA
1151 Posts

Posted - 26 Apr 2022 :  05:09:43  Show Profile  Visit Seethyr's Homepage Send Seethyr a Private Message  Reply with Quote
The Tanarvraki was originally Sleyvas’ idea when we were discussing dragonborn in Anchorome even before the campaign guide was written. I’ve been beat up a little that they have a bit more of a Maztican appearance than one that identifies with the tropes addressed in Anchorome. I like that though because I wanted to have an area (Fort Flame area) where all three continents have representation. I’ve tried to visualize Fort Flame as the beginnings of a cosmopolitan city of the future where Anchorome, Maztica and Faerun all intermix.

For now though, like you said, they’ve got a lot of explaining to do. I really went into the Fort’s history and description in Fires of Fort Flame - an adventure I put up on DMsGuild. I also touched upon it in Once Across Anchorome, a supplement.

Right now, I see the Dragonborn as a major faction in the city that is steering the town to be more independent and keep away from their Flaming Fist origins. Remember, Anchorome was separated from Faerun for a century when it was on Abeir so those old ties had been severed and only some want to go back. This leads to a nice little faction disagreement within the city’s politics.

In summary, Fort Flame is a lot of things with a lot of different groups involved. They also have threats coming from the sea in the kuo-toa/sahuagin/deep scion threat. This was meant to be a conflict similar to Lovecraftian deep ones and the town of Innsmouth.

Follow the Maztica (Aztec/Maya) and Anchorome (Indigenous North America) Campaigns on DMsGuild!

The Maztica Campaign
The Anchorome Campaign

Edited by - Seethyr on 26 Apr 2022 05:14:42
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HyperboreanTom
Acolyte

Canada
12 Posts

Posted - 29 Apr 2022 :  19:40:48  Show Profile  Visit HyperboreanTom's Homepage Send HyperboreanTom a Private Message  Reply with Quote
Great stuff, Sleyvas. I really like them. I actually like more links between Maztica and Anchorome - even a desert shouldn't separate linked cultures entirely. Also, Seethyr has another good point - I often forget that Fort Flame was founded with several Eagle Knights and other Mazticans (unless I'm mistaken). I still don't think I'll treat them as you or Sleyvas have, but that's just the game I want to play. I like the idea of contrasting the Metahel - who have made peace, and the Flaming Fist, who have resisted it. Certainly that's influenced by their neighbours, but the Flaming Fist did come for gold and wealth first and foremost.

Not that Fort Flame will be entirely evil in my campaign either. I do really love the whole Kuo-Toa Lovecraftian subplot by the way! I also wanted to incorporate the Shalarin on the east coast and the presence of Dagon seems to lead the way.

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