Iporis

Iporis

This content refers to phenomenon on the continent of **Iporis**.

## Introduction

Iporis is a small island off the eastern coast of Byselon. The setting would best be described as steampunk. Conflicts between the Vasilian Empire and the Kingdom of Bathysolus threaten to destroy the tense harmony of the three nations.

### Nations of Iporis

#### The Vasilian Empire

Iporis is about 600 miles from the west to the east coast. As a result, it takes about 20 days at a minimum to traverse the subcontinent (the average horse-drawn wagon can cover 30 miles a day).

The climate on Iporis is mild, being mostly temperate. However, to the extreme north and south, the climate can approach boreal and tropical respectively.

Iporis is a volcanic island, created by a breach in the crust undersea. Volcanoes exist in the Ashfall Spires exclusively.

### List of Physical Features

#### Forests

* Ignet's Demise
* Kurupik Rainforest
* The Moorwarden Forest
* Mythsong Forest
* Parlyn Woods
* Warbler's Woods

#### Hills and Mountains

* Ashfall Spires
* Avanor's Spine
* Carsera's Claws
* Conundrous Hills
* Dreadknot Hills
* Haven Peaks
* Hills of the Lost Dragon
* Traveler's Pass
* Warbler's Hills
* Westguard Mountains

#### Islands

* Callinect Island
* Watchtower Point

#### Rivers and Lakes

* Blackwater River
* Ignet's River
* Lake Stopnotch
* Convoy's River
* Wandering River
* Warden's Pool

#### Marine

* Corsaire's Bay
* Forsaken Isles
* Kraken's Hold
* Siren's Lure Bay

### Magic

Debates over the practice of necromancy have been happening since the first establishment of factions. As a result, some places have scorned the practice of magic all together out of fear, while others have nurtured its growth. It is difficult to find an instructor to learn magic from, and larger institutions hardly have the resources to teach further than the bare basics.

Those who want to use magic often achieve mastery through a non-academic route. As a result, wizards and artificers are rare and concentrated in wealthy areas, while warlocks, sorcerers, clerics, and bards are more common.

Witchings, or a systemic purge of magic-users from a certain area, occur in secluded, more magic-averse communities. Witchings typically exempt druids, rangers, clerics, and paladins because their source of magic is connected to a deity or the wild. To avoid the wrath of the aforementioned entities, those four classes are treated with marginally less hostility.

#### Warlocks

Warlocks tend to be frowned upon. They were the frequent target of Witchings in the past, and the stereotypes associated with eldritch power make many fear them.

The flow of magic on Iporis is irregular and turbulent. In some areas, it runs dry, and in others, it pulses and surges like a tidal wave. While clerics and paladins get their magic from the gods, wizards and bards get theirs from learned practice and training, and druids and rangers channel the energy of nature, warlocks and some sorcerers rely on outside sources for their magic.

Because of the unreliable nature of magic on Iporis, those that depend on another source for their powers forge strong linkages to their patrons in order to maintain a stable level of magic. This level of a connection creeps on the magic user gradually. Over time, warlocks and sorcerers begin to take on physical traits from their patron or source of powers. One may start to grow horns, patches of scales, a vestigial tail, or other small features.

Every time a warlock or sorcerer level is taken after lv 3 (of that class), the player must make a wisdom saving throw against their own (warlock) spell save DC (8+proficiency+charisma mod). On a success, no physical trait is gained. On a fail the player rolls or selects a physical trait from the table below, or makes their own. The player may choose to fail the save.

Eldritch Trait
 **10** | Small motes of otherworldly energy flicker around you at a certain time of day.

Note that one level's worth of trait gain can be removed with a greater restoration spell. Failure to remove that level's worth before the next level taken makes the trait permanent.

#### Flow of Mana

Mana is an unseen force throughout Seralure. It flows through everything and acts as the 'internet' of magic. Spellcasters tap into it to fuel their spells. Mana flow in the Stream of Arcanum is permanently damaged as a result of The Rupture. As a result, once a day when a bard, wizard, eldritch knight, arcane trickster, (class that did not get magic use through another party), etc casts a spell 2nd level or higher, they must roll a d20. **On a roll of 3 or below, roll on the following table:**

#### Resurrection

When a creature dies on Iporis **and remains dead for a minute**, its soul is obliterated and reverted to its fundamental components to help repair the magical dead-zones on the continent. As a result, Resurrection in the traditional sense is not possible. It is possible for a god or other powerful being to interrupt this process and reconstruct a soul, though this is impossible to do perfectly. For more information, see Reconstruct Soul.

Alternatively, simulacrum can be created and brought to a proper transmutation chamber where they can become real. These facilities are few and far between, and their locations are closely guarded secrets. If brought to a proper facility, consult the following table.

Transmutation Chamber Effect
 11-40
 41-60
 61-100

### Time

Time is in P.R. (Post Rupture).

Post Rupture refers to events happening after The Rupture, which is widely agreed to be the beginning of the world.

### Outside of the Island

To the north is another island-continent called Gatsia. Gatsia frequently trades with the northern side of **Iporis**. Gatsia has a boreal climate.

To the west is the mainland, Byselon. Byselon encompasses many other types of climates and biomes. The majority of it is boreal forest.

## Information for Players

### Native Races of Iporis

#### Common Races

i mean. normal forgotten realms race stuff applies. the stuff listed below is the specifics listed under "rule as forgotten realms unless specified otherwise"

##### Lizardfolk

The Lizardfolk were originally a species akin to marine iguanas native to the Forsaken Isles and Watchtower Point. However, after beginning to feed on the seagrasses by the coast of Iporis, it is said that they were blessed by Umberlee, and became the first lizardfolk in 17 P.R.. The first other humanoids they encountered were the Triton in 50 P.R., which led to a series of bloody border disputes.

##### Tortle

The Tortles used to be normal tortoises and terrapins. Silvanus, anticipating something bad after watching Umberlee create the Lizardfolk, decided to follow suit and bless the turtles with sapience in 15 P.R. so that he would be able to intervene with whatever plans Umberlee had for the Lizardfolk. The two races regarded each other with suspicion until the formation of the Kingdom of Bathysolus in 350 P.R., when Silvanus and Umberlee set aside their differences in favor of preserving the environment and warding off the Vasilian Empire and its schemes.

##### Triton

The Triton hail from the plane of water and took up residence in the Anathemian Ocean after tracking a kraken there. Following the path of the great beast, they wound up in the Forsaken Isles and Kraken's Hold. The triton have set up post here to watch for any other creatures of the depths. The triton of the Forsaken Isles were involved in a series of border disputes with the lizardfolk, and retreated into the sea. The two races remain on hostile terms to this day.

#### Uncommon Races

##### Elf

Elves are explorers from the Feywild. They tend to dip in and out of Iporis, coming and going between the Material Plane and the Feywild. Their progeny - Half Elves, are frequently left on the Material Plane with the other parent. Only rarely does an Elf begin to care about the happenings on Iporis and stay behind.

##### Gnome

Gnomes are exclusive to Iporis. These magical people were birthed from rare ore that was clustered around Iporis' main mana wellspring. Their creation required a large amount of magic to facilitate, and as a result, the mana flow on Iporis is permanently damaged.

##### Kobold

Kobolds worship dragons as gods. Also they used to like magic a lot bc it would help em find ores but then oh no gnomes came and fucked that up for em so they kinda pissed now

#### Rare Races

##### Aasimar

yeah its pretty much the same as the forgotten realms

##### Kalashtar

The connection between the Kalashtar of Iporis and their spirits has weakened significantly over the years. Most follow the guidance of Selune, and find their calling in dreams, visions, and other phenomenon associated with the night. They look like humans with slitted, cat-like pupils.

#### Note

Other races may be used, but part of the character's backstory may need to explain how they ended up on Iporis.

#### Non-Player Races

##### Draconian

egg experimentation time. Unlike Krynn, this is for trying to make appropriate vessels for tiamat, not really as supersoldiers for a war.

And so, between 170 and 176 PA, the Kingdom of Drakenstadt, led by Her Majesty's Attendants, ruled Actran. However, in an attempt to sieze Chunathan, they suffered a crushing defeat. Rumors fly of a group of select, dedicated worshippers who still whisper Tiamat's name.

### Pantheon

Primary deities see a lot of mainstream worship within their factions, for they were directly involved in the faction's development. Other faiths are accepted, as Iporis is just an island recently settled by peoples from more established lands.

#### Primary Deities of the Starboard Alliance

* Sinsair, mythical figure of protection and guidance
* Illmater, god of endurance (PHB)
* Savras, god of divination and fate (PHB)

#### Primary Deities of the Kingdom of Bathysolus

* Mielikki, goddess of forests (PHB)
* Silvanus, god of wild nature (PHB)
* Talos, god of storms (PHB)
* Umberlee, goddess of the sea (PHB)

#### Primary Deities of the Vasilian Empire

* Gilean, god of knowledge (PHB)
* Reorx, god of craft (PHB)
* Galonoth, god of ambition and discovery

#### Other Accepted Faiths

* Bahamut, dragon god of good (PHB)
* The Fidler, god of crafts, statistics, and kayaks
* Pelor, God of Healing and the Sun (PHB)
* Rao, god of peace and reason (PHB)

* Selune, Goddess of the Moon (PHB)
* Tiamat, dragon goddess of evil (PHB)
* Tyr, god of justice (PHB)