History
Named after the onyx that form in the northern mountain range, Onyxia stands as a testament to natural wealth and architectural grandeur. Connected to Arcanum through the bustling port city of Bayshore, and to Luminia via Sapphire Bay & Coral Bay.
Royalty
The continent was traditionally ruled by the royal house of Shadowrest, masters of both commerce and diplomacy. During the Devine War, the Shadowrest dynasty maintained their hold through careful maneuvering, though many of their closest fell. After gaining power, the capital Onyxia got renamed to Shadowvale to signify the change of the kingdom, and to honor the Obsidia the kingdom remains as the Kingdom of Onyxia
The House of Shadowrest
The ruling family gained prominence through their control of the continent’s valuable mineral trade. Unlike other noble houses, the Shadowrests were originally mining barons who earned their titles through economic influence rather than military might.
History
The Shadowrest line traces their noble legitimacy through marriage to the youngest daughter of the former ruling house of Obsidia. When the Obsidia line ended during Devine War, the Shadowrests’ combination of economic power and royal blood made them the clear successors.
Re-Settlement
The early settlements of what was now Onyxia, were focused on getting the mines and raw material resources operational for trading and tool creation. This was in hopes of gaining the favor of the other kingdoms & islands. With the farmland being neglected by the new king, a famine quickly set in, and the recultivation of food access got implemented. It was however, too late. As most skilled farmers & fishermen had either gotten too old to continue working or died with their knowledge.
This new era would have Onyxia trade for food & knowledge, heavily supported via trade with the island of Rubilande. Not quite what the new king had envisioned.
Trade ports were quickly established with Luminia via Coral Bay and Sapphire Bay Trade with Arcanum however took a while to establish via Bayshore and Riverport Trade with Memberia goes through Luminia
Godwound Ritual
Flame Binding
- Conducted within their deepest castle dungeon
- Uses sacred flames that have burned for thousands of years
- Failure causes volcanic formations & eruptions and fire elementals to run rampant
- The ritual requires rare combustible materials gathered throughout the year
Link to originalThe Onyxian Priestess
The Flame Guardian
Link to original
- Bears special resistance to extreme heat
- Shortest average lifespan due to the intensity of their powers
- Can communicate through flames with other fire temples
Reputation
- Reviled (-2): Banned from cities, magical detection wards alert authorities to your presence
- Distrusted (-1): Followed by scrying sensors, denied service from official establishments
- Neutral (0): Allowed entry to public areas, no special treatment
- Acknowledged (+1): Access to basic facilities and public workshops
- Respected (+2): Ability to purchase rare magic items
- Esteemed (+3): Access to advanced facilities, rare spell components at cost, teleportation circle access
- King’s Call (+4): Personal crystal communication device, partial access to restricted knowledge
Nature
Environments
This continent consists of several environments:
- Plentiful Forests
- Mountain ranges
- The faulting west lands
- The rising mid-lands
- The healthy east lands
- The swamp edge
Environment
Encounters Tables (Examples)
Forests
Roll (d20) | Encounter |
---|---|
1-2 | 1d4 Dire Wolves, hunting |
3-4 | A Dryad tending to plants |
5-6 | 2d6 Goblins setting up an ambush |
7-8 | A Displacer Beast stalking prey |
9-10 | 1d6 Pixies playing tricks |
11-12 | An Owlbear protecting its territory |
13-14 | 2d4 Giant Spiders in their webs |
15-16 | A peaceful Unicorn at a stream |
17-18 | 1d6 Bandits at a hidden camp |
19-20 | A Giant Eagle soaring overhead |
Mountains
Roll (d20) | Encounter |
---|---|
1-2 | A Rock Giant breaking boulders |
3-4 | 2d4 Dwarven miners |
5-6 | 1d4 Hippogriffs nesting |
7-8 | A Young Red Dragon flying overhead |
9-10 | 2d6 Giant Goats |
11-12 | 1d6 Orcs scouting |
13-14 | A Cave Bear defending territory |
15-16 | 2d4 Harpies circling |
17-18 | A Roc in the distance |
19-20 | 1d4 Air Elementals in a storm |
West Lands
Roll (d20) | Encounter |
---|---|
1-2 | An Earth Elemental emerging |
3-4 | 2d4 Bulettes burrowing |
5-6 | 1d6 Dust Mephits in a whirlwind |
7-8 | A Purple Worm’s tunnel (recent) |
9-10 | 2d6 Kobolds scavenging |
11-12 | 1d4 Ankhegs hunting |
13-14 | A Dao examining crystals |
15-16 | 2d4 Giant Scorpions |
17-18 | A Brass Dragon sunbathing |
19-20 | 1d6 Fire Giants forging |
Mid-lands
Roll (d20) | Encounter |
---|---|
1-2 | 2d6 Farmers tending fields |
3-4 | 1d4 Centaurs patrolling |
5-6 | A merchant caravan resting |
7-8 | 2d4 Hobgoblins marching |
9-10 | 1d6 Giant Wasps near flowers |
11-12 | A Circle of Druids performing rituals |
13-14 | 2d6 Gnolls raiding |
15-16 | A Chimera hunting |
17-18 | 1d4 Pegasi grazing |
19-20 | A traveling Bard telling stories |
East Lands
Roll (d20) | Encounter |
---|---|
1-2 | 2d6 Elven Rangers on patrol |
3-4 | 1d4 Unicorns at a spring |
5-6 | A Gold Dragon in humanoid form |
7-8 | 2d4 Satyrs having a feast |
9-10 | 1d6 Awakened Animals talking |
11-12 | A Council of Treants |
13-14 | 2d6 Pixies and Sprites playing |
15-16 | A Phoenix flying overhead |
17-18 | 1d4 Ki-rin blessing the land |
19-20 | A group of Dryads dancing |
Swamp
Roll (d20) | Encounter |
---|---|
1-2 | 2d4 Lizardfolk hunting |
3-4 | 1d6 Giant Frogs |
5-6 | A Black Dragon’s bubbling pool |
7-8 | 2d6 Grung warriors |
9-10 | 1d4 Will-o’-Wisps leading travelers astray |
11-12 | A Hydra in its lair |
13-14 | 2d4 Giant Crocodiles |
15-16 | A Green Hag’s coven meeting |
17-18 | 1d6 Trolls fishing |
19-20 | A Shambling Mound creeping |
Travel
Roll (d20) | Encounter |
---|---|
1-2 | A wheel on the wagon breaks, requiring repairs. |
3-4 | A group of bandits attempts to stop the wagon for a toll. |
5-6 | A herd of wild animals blocks the path, causing delays. |
7-8 | A mysterious traveler offers to accompany the wagon for safety. |
9-10 | A powerful storm forces the party to find shelter. |
11-12 | A group of farmers requests a ride to the next town. |
13-14 | A cursed relic is found hidden in the wagon, causing strange effects. |
15-16 | A runaway horse threatens to overturn the wagon. |
17-18 | A swarm of insects descends on the party, biting and stinging. |
19-20 | A roadblock reveals a trap set by kobolds. |