Iomandra Groups & NPCs

PLEASE NOTE: All text in white boxes is from Christopher Perkins' blog posts on the Wizards of the Coast website.

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Each Region page has a Groups and Organisations section. This page is for factions and groups and important NPCs that are not strongly aligned with a particular Region or Race (where other groups and NPCs are described).

As a player, you should look through the groups from your character's region and those below to help allocate your Renown & Relationship Dice.

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BROTHERHOOD OF THE BROKEN CHAIN

(3E D&D Kingdoms of Kalamar Campaign Setting p170).
Although this organisation began in Arkhosia centuries ago, today it has chapters in most civilised areas, including Maru-Qet and Serran, where members must operate in utmost secrecy. Members champion the legislation the Dragovar made to abolish slave-taking and take those beliefs to all other realms. Although Bael Nerath, Arkhosia and other central lands have no slaves as part of society, others such as the dragonspawn still believe it to be a legitimate way of life.
GAME MECHANICS
Class & Concept Options

  • Brotherhood Liberator - as 3E D&D Holy Liberator prestige class (???)

CORONAL GUARD OF CENDRIANE

Before the eladrin performed their ritual to send their nation of Cendriane to the Feywild, the efficient style known to mage-blades of the Coronal Guard was renowned throughout the world. Acting as elite guards of important eladrin, this tradition has returned along with the eladrin. Although still graceful, knights often wear plate armor and bear shields. Whilst they mix magic with martial might, their methods are not like the bladesingers that rely upon mobility and moment. Each eladrin house typically has a master instructor in this style.
GAME MECHANICS
Class & Concept Options

  • Cendriane Coronal Guard - as 4E D&D Coronal Guard paragon path (4E D&D Forgotten Realms Player's Guide p48).
  • Eldritch Knight - subclass (5E D&D Player's Handbook)

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DEEPLANTERN GUILD

Born out of the demise of the shadowy Order of Ancient Mysteries, the Deeplantern Guild was founded ten years ago by a band of human and halfling entrepreneurs who realized the vast spoils that wait to be discovered at the bottom of the Dragon Sea. The Deeplanterns plan extensive forays into the lost ruins of sunken empires. They also keep a sizable percentage of what they find, which enables them to fund future expeditions without the need to rely on benefactors. The Deeplantern Guild can also be hired to find anything that’s been lost at sea, including sunken ships and precious cargo.
The guild has representatives in every city and raft-town, and they’re always looking for new members. Members are required to deal honestly and maintain an adventurous spirit. Members of the guild also enjoy several perks, including sea-travel discounts and free access to water breathing magic.


DRAGON OVERLORDS

Dragon overlords rule most islands in Arkhosia, but have mostly been defeated in other civilised realms such as Bael Nerath and Serran. Whilst the dragonborn were created to serve the dragons, some other people are happy to serve too, such as dwarves under metallic dragons, though chromatic dragons are more likely to insist upon having followers. Many other dragons inhabit islands outside the civilised realms and have the local populace pay them tribute. In fact, some people more than serve their dragon overlord, they devote themselves to them and gain dragon-like powers or even undertake rituals to become draconic, such as the mojh of Maru-Qet.
The dragons have also created their own servitors throughout the ages. Kobolds are synonymous with dragon servitude and then there are the dragonspawn, drakes and other draconic beasts (many the result of dragon magic). Today many creatures are a legacy of this draconic breeding.
GAME MECHANICS
Class & Concept Options

  • Dracolyte - 3E D&D divine class adaptation (3E Draconomicon p122).
  • Dragon Rider - 3E D&D prestige class (3E Draconomicon p124).
  • Dragonkith - 3E D&D prestige class (3E Draconomicon p123).
  • Knight of Vengeance - as 3E D&D Knight of the Unyielding Bastion paragon path (4E D&D Dragon Magazine article PDF). For followers of Bahamut.

Creature Templates

  • Draconic Creature - (4E D&D Draconomicon p250).
  • Dragonguard - (4E D&D Draconomicon p250).
  • Talon of Tiamat - 3E D&D prestige class (3E Draconomicon p134).

DRAGON SLAYERS

This is a general entry for the many cults and factions that have considered themselves dragon slayers.
With the dominance of dragons, there are always going to be those that call themselves dragon slayers. In effect, there have been many noteworthy organisations dedicated to breaking draconic rule, but usually they attract the attention of a powerful dragon in the end and it puts an end to the order. Currently, any dragonslayer cults are very small and quite often secretive, like the Holy Order of the Unyielding Bastion (a group of good paladins determined to rid Maru-Qet of its rulers once and for all). Not a dragon slayer cult as much as one wanting to bring down the Dragovar Dynasty, are the Knights of Ardyn. They may be the closest thing to a dragonslayer order in the central lands. Nonetheless many heroes live life wanting nothing more than to prove themselves against the dragons.
Dragon slayers can come from all walks of life.
GAME MECHANICS
Class & Concept Options

  • Dragon Antithesis - 4E D&D wizard paragon path (4E D&D Dragon Magazine article/PDF).
  • Dragon Marshal - 4E D&D warlord paragon path (4E D&D Dragon Magazine article/PDF).
  • Dragonbane Pactmaker - 4E D&D warlock paragon path (4E D&D Dragon Magazine article/PDF).
  • Hoard Raider - 4E D&D rogue paragon path (4E D&D Dragon Magazine article/PDF).
  • Knight of the Unyielding Bastion - 4E D&D paladin paragon path (4E D&D Dragon Magazine article/PDF).
  • Scalebreaker - 4E D&D fighter paragon path (4E D&D Dragon Magazine article/PDF).
  • Scourge of Io - 4E D&D cleric paragon path (4E D&D Dragon Magazine article/PDF).
  • Wyrm-Hunter - 4E D&D ranger paragon path (4E D&D Dragon Magazine article/PDF).

ORDER OF ANCIENT MYSTERIES

(See 3E D&D Dungeonmaster's Guide 2 p212).
A shadowy, but formal, organisation that has long sought the treasures of the lost worlds of Iomandra. Its high ranking members grew wealthy and horded the relics and information found away to benefit only themselves. Most people came to see the Order as a bunch of crusty old farts that grew rich on other people’s hard labour. Some twelve years ago many adventurers stormed into the main hall of the Order in E’erwatch, the capital of Whitestag. The ruckus got out of hand and the building was burnt to the ground.
Many believe this was the end of the Order and some entrepreneurial halflings and humans quickly established the more open Deeplanterns Guild. The Order simply became more secretive and more selective in whom they choose for their missions. They still hold much of the lost world’s wealth, lore and who knows what else.


THE RAVAGERS

(See 3E D&D Complete Warrior p175)
The Ravagers can strike anywhere. Followed closely by a dragon attack in ferocity is a raid by the Ravagers. Know one knows where they will strike (as they apparently have no home). They may attack from land or sea. They are far worse than pirates, for Ravagers seek no booty – they only wish to kill and spread terror. Some say they worship Gruumsh or another dark god, are diabolically insane, or simply thirst for blood. A Ravager war party is typically made up of a mixture of races – a gathering of each society’s most unwanted and heinous killers and criminals.
GAME MECHANICS
Classes & Concepts

  • Ravager - prestige class (3E D&D Complete Warrior p75).

WITCHES OF THE WEIRD

The Witches of the Weird, sometimes called mind mages, are githyanki who wield psionic power. They are gaunt, human-like beings with sunken black eyes, ornate apparel, and dour dispositions. Their mastery of the weird allows them to influence the minds of others, from the lowliest servant to the mightiest emperor. The Witches of the Weird form a tightly knit covenant whose true agenda remains a mystery. However, it is believed that the Witches came to Iomandra many years ago aboard ships that crossed over from the Astral Sea. Their ships are swift, peculiar in design, and defended by similarly gaunt knights clad in baroque armor and wielding weird blades (mercurial swords formed out of psionic energy).
The Grand Viziers of the Dragovar dynasty employ Witches of the Weird as advisors and also use them to scour Dragovar communities for spies, traitors, and would-be royal assassins. However, many citizens fear that the witches have a hold over the Grand Viziers and are manipulating them for some ill purpose.

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