Features of Aelwynn
The Dragon Plague
This is the most famous remnant of the age of the dragons, and is still a danger to true dragons, dragonborn and lesser draconic creatures, though it is worst for true dragons. There is no cure for this disease, and once someone has it, it never goes away. It occasionally affects those even with a distant draconic ancestor, but this is rare.
Endurance or Arcana (-2 to rolls) ; Improve DC 31, Maintain 22, Worst 21 or lower
Stage one ß---à Stage Two ß---à Stage Three ß---à Stage Four ß---à Stage Five
Normal Skin blotches Weakness Sterility Death
But still present (-1 charisma checks) -2 to damage -2 HS If raised back to
–4 further checks stage four
True dragons roll once a month starting when they hit 100 years old
Dragonborn roll once a year when they hit middle age.
Dragon kin roll from once a month to once a year when they hit middle age depending on the % of dragon blood.
The Magical Eddies of Xaniatia
Xaniatia was the dragon’s stronghold, and though their own elemental natures and the strength of many of their servitors in Arcane, Divine and even Psionic and Primal magics, much of it is still in the mountains. Rivers of the various magics flow under and through the ground, and occasionally into the air in the mountains and even occasionally into the lowlands, causing random effects
Most people who live in the mountains will only see an eddy once a decade, but those who know where and how to search for them can typically find one once a month or so. Most eddies are the size of mall balls, but on occasion larger ones the size of bushes or even houses are found, though most of those are underground.
Wizard who will talk about these eddies call them pools of residuum, or pure magic, and say that with the right knowledge and rituals, magic far beyond the abilities of normal people of this age can be done. There are enough stories that this is probably true, but the danger of not controlling one of these residuum eddies keeps most people away/
The Abandoned Freeholds
There are hundreds if not thousands of ancient freeholds scattered over Aelwynn, in all types of terrain and of all sizes. The most ancient ones are the simplest, built only for dragons, and with no consideration for servitors, while the newer ones are also large, and frequently larger, but with both draconic and servitor areas. Many of them have multiple chambers and tunnels for immense wyrms, and dormitories, libraries and the like for the servitors who once lived there.
Abandoned once the dragon inhabiting them dies of disease or combat, many were sealed off, but not emptied, so many hold ancient magics, wards and whatever has moved into them in the last few thousand to few hundred years.
The saying “Know the dragon, know the hold” is a good warning for adventurers. Some dragons were scholarly rusting types, but many were a bit paranoid, and filled their lairs with secrets and traps, sometimes the very traps that killed them.
Great wealth lies in these warrens, but great dangers, too.
The Five Stones
These are the most powerful artifacts made in the world of Aelwynn, one attuned to Elemental, Divine, Arcane, Psionic and Primal magics, conferring immortality on their wielder and a vast array of powers. Supposedly hidden away by those who fear their power, they have not surfaced publicly in centuries, but rumors of their presence, and he occasional event bring them to the forefront of people’s minds again.
The Dead Lands
There are places in the world, some the size of small houses and some hundreds of yards apart, where magic does not work, at least any kind but Martial, which seems to work anywhere. These zones can be one kind of magic (elemental, psionic, divine, or arcane) r several, or all of them. These zones can make things dangerous for users of those magics, as they can suddenly find themselves unable to use their magic, or have them strongly weakened. Some say the fabric of the world was ripped during he old wars.
The Living Forest
In northern Egonis, is the Forest of the Druids. This forest has a huge number of living trees and other plant-like creatures and is strongly avoided. Intelligent creatures are not welcome, though druids can gain admittance, but even for them it is hard.
Societies and Groups
The Silver Society is a large, loosely connected group of adventurers who work with one of the ancient dragons, who seems to not be affected by the Dragon Plague. His name is Alister, and he has been alive a very very long time. The Silver Society seeks the rise of civilization, and thus, they work outside its strictures to some extent to protect the weak form dangers they cannot face.
The Rules of the Society are:
You must help the weak against threats they cannot deal with themselves. But you choose how you help them.
You may not own any land, nor have any titles or positions of power outside the society until you retire.
You may not have any possessions beyond what you can carry or fit in your storage room in the Silver Fortress in Mallanas.
You can expect and demand payment for your services, but not more than 5% of what a group has.
Any treasure you liberate is yours alone
Once you retire, you are out, forever.
The Silver Society has mixed reactions in various parts of the world, but the more common folk regard them as heroes for the most part, and they can muster massive force against threats to the peoples of Aelwynn, be they divine, primordial, or otherwise.
The Nine Tails are a very dangerous group of Tieflings based in Durul who trace their lineage directly back to the devil pact. They seek ancient powers and think they can ascend to rulership over everyone in Aelwynn, with enough work. With a good network of assassins and spies, plus contacts with various cults and criminal groups, they keep the rest of the continent off-balance.
The Scions are in Aquis, and are a vicious group of thugs, with not very many redeeming qualities. There are persistent rumors among the Silver Society that most if not all of their top members have extraplaner origins, and enough of them have been uncovered to lend a great deal of credence to this theory. The Scions do ot try to expand too far, but their missions can take place just about anywhere, so their tendrails are present in most places. They draw their justification from power by claiming to be descendents of ancient descendents of dragons who are entitled to rule the old dragon lands. There might be something to that.
The Ruffians are a smallish group of those who believe fervently in chaos and a lack of responsibility. They move from place to place, entertaining others, engaging in petty theft, and whatever they feel like at the time. They can be tolerated in bored villages for a short time, but can also be driven out in a hurry. The Ruffians can be useful for knowledge of faraway places, though.
The Cards are a group of adventurers with the goal of discovering the location of the fabled Deck of Many Things, which has made its appearance throughout history, and using its vast power for their own advancement, study, or the pure pleasure of having it in their possession. Their prey is very elusive, however.
The Freeholders are mostly based in Segasand, where they seek to raise dragons back to their positions of power over the land. Some seek a cue of the Dragon’s disease, usually form whatever tiefling they can lay their hands on, or by raiding into Durul. Others seeks to rehabilitate ancient freeholds and invite dragons to take up residence. They get some takers, at least until the disease catches up with the dragons and they have to flee or die.
Notes:
There are a very large variety of different cults and minor religions in the world now, and most churches of the gods are fragmented and lack central authority as in their desire to grab worshippers, the gods have bent their own rules and are just now starting to consolidate their worship. Many extra-planer creatures have set up small cults for protection, and as a way to garner wealth and temporal power.
Most of these cults number 20-50 persons, and occasional people belong to more than one cult. Msot are not very dangerous, seeking to stay undetected, and supporting themselves, but occasionally they will war with each other or make a grab for power.