Table of Contents

Drai Shon Archipelago

Overview

Think strange mountain in the middle of a deep ocean, think Caribbean Islands, Streets Paved with Gold, aggressive local tribes, and ‘civilised’ opposition who also want to settle / control the Archipelago. In this case, an Oriental, xenophobic, society and the lackadaisical (long-term) enemies from Sakhar, vie for control with settlers from The Hann Empire. And the party can play it however they like - and the GM lets them. Is there a missionary, who wants to convert the natives? An explorer who wants to climb the biggest known volcano in the world? A peacemaker, who thinks we should all live together peacefully? Or just the normal get-rich-quick and spend-it-all adventurers?

Think mayhem, think pirates, think land raids, think colonisation, think fame and fortune – think rip roaring ADVENTURE!

Description

This large island, with a massive central mountain, is surrounded by rings of smaller islands, far from settled lands, the islands have been known about for many years, but the distance and resistance from local tribes, made exploration difficult and expensive. However, sages have been studying the islands from afar, and have developed a number of theories, which have sparked the interest of people from all around the world. Whatever the truth, it has attracted interest from three different continents, and the locals are resisting stubbornly.

DM Background

The Newcomers

The Locals

The Accords

The three great empires have sent forces to settle, and their Buccaneers sail under a Letter of Marque, issued by the leaders of their colonies. While the powers are in competition with each other, they all consider themselves to be civilized, and have agreed a basic working protocol, that protects their town and trade between them. All three incorporate the Articles of Trade and Prisoner Exchange within their Letters of Marque, and require their Freebooters to work with in those limits. Paria has also signed up to the accords and, technically, becomes the fourth official civilisation in the Archipelago. While the Hobgoblins have not signed up, they follow them a lot of the time.

The Exchange Protocol - With pirating, raiding and other similar activities, it finished up that quite a lot of wealthy people / Leaders were killed, taken prisoner or kidnapped - which meant there was an impetus to agree some 'rules of exchange'. Weapons, Armour, Magic items are seen as legitimate loot - but otherwise, Captains, Officers, Passengers (and anyone else who can convince their captors that someone will pay up) are allowed to keep their mundane possessions, but are sent for ransom / exchange via the monastic house at Paria. All the Human nations follow those rules, as do the people of Paria, most of the time. Some Orcs and Hob-Goblins follow the rules - occasionally, and when it suits them.

The Trade Protocol - Everyone recognises the need for trade, and the Yellow Flag Protocol was introduced. Any single vessel, flying a Yellow Flag , with all its siege engines dismantled or securely covered, may approach a port and send a boat ashore to present their credentials and conduct negotiations. They may be allowed to dock, or to ferry their trade goods into harbour using their ship's boats. However, trade is not guaranteed and may be refused, and the vessel required to leave. However, they will be allowed to leave safely. Paria, being a completely open port, will trade with anyone, even renegade pirates, who do not have a home port of their own.

Notes

Long Term Game Plan

Moving pages around

Orcs - need tweaking for the smaller island population. This is the one of the core populations for the outer islands.

Surface potential allies

Surface encounters

Big Island - dominant race is Goblinoids.

Underground Potential Allies

Underground Encouters

Ocean