Call for Suggestions #99: Yazur Island's Factions (Patreon)
Content
Welcome to Yazur Island!
For those just learning about Omeria, Yazur Island is a 900-square-mile island off Omeria's northeastern coast. It's approximately 50 miles from Imfe Caan Asaari, the "capital" city of Vaskil Valley. Once the site of a few noteworthy Pressonian settlements, Yazur Island now serves as an arcane prison for Omeria's most dangerous spellcasters; that's because 20-foot-tall, mouthless, horned cyclopes that call the island home generate fields of antimagic that extend up to 15 miles off the island's shores. Furthermore, the quickest passage back to the mainland, the Straights of Libby, is riddled with dangerous creatures.
What are Yazur Island's Factions?
All of my adventures use factions to direct the flow of the adventures. They are classified into eight categories:
Academy. Scholarly types who are interested in learning new things.
Ancient Being. A vampire, aboleth, or some other powerful creature.
Aristocrat. Someone with some serious cash who sees the party as a way to increase their holdings.
Criminal Syndicate. They do crimes!
Adventuring Guild. The old-fashioned "because it's there!" group.
Military Force. Might makes right!
Religious Order. "We're on a mission from god."
Sovereign. The leader of a realm, city, etc.
Since Yazur Island is a bit more specific in its design, I figured it was time to actually give each of these groups a name. Likely, I will tie these to specific locations on the island, too.
Here's the map again if you don't remember what's where:
1) Baramis Ruins. Pressonian ruins at the north end of the island.
2) The Forest of Faces. A grove of dead treants.
3) The Mine. Rumors persist that it hides a deadly artifact.
4) Giannetto's Emporium. A ramshackle shop with weird inventions, fake magic items, and spell components (just in case).
5) Fury. One of the island's major prisoner settlements.
6) The Anorians. A cabin belonging to a pair of gun mage spies.
7) Kelinore's Hut. Home to a necromancer named Kelinore Smithson Brinewater.
8) The Star Menhirs. The territory of a druid circle called The Band of Stars.
9) Megegion Ruins. Pressonian ruins in a swamp on the island's west side.
10) Frankmoor. A town of former artificers, mostly gnomes.
11) The Wake's Aerie. Karsts at the island's center in which werevultures live.
12) Rot. Goblinoid village.
13) Ilikluty Tower. Home to a cult of evil former spellcasters.
14) Cemetery of Steel. Named for the rusty Deadrunner rigs stored here, this location is infested by Yazurian gremlins.
15) The Whistling Monolith. A big ol' monolith.
16) Tragylos Ruins. Pressonian ruins at the island's southeastern end.
17) Freedom. A prisoner settlement.
18) Dinzertown. A prisoner settlement consisting of predominantly Dinzers from Odonburg.
19) The Hags. Home to a trio of martial hags.
20) Stormpit. A lock-up for potent magic items.
Call for Suggestions
In the comments below, give a suggestion for one of the factions. Make sure to mention the following details:
- 1) Which of the eight categories does your faction fit into?
- 2) What part of the map does your faction come from? There are five villages on the island, but they can really come from anywhere so long as there's a good reason.
- 3) Tell me a little more about your faction. What are their goals? What do they want to do?
Remember to keep it brief and clean. Also, try to have only one suggestion per patron.
Best options get added to the adventures and become a permanent part of the adventure series.