5e Factions for the Io's Blood

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5e Factions for the Io's Blood

Post by Coronoides » Sat Dec 09, 2017 10:27 am

The Council of Wryms
The Council is Described here as a faction in the 5e rules. Any thoughts, suggestions etc?
The Council was created centuries ago in the wake of the Dragon-slayer invasion to ensure the dominance of dragons as the god Io decreed.
Many adult dragons come to debate at meetings of the Council and every Drgaon Clan can nominate a single ancient dragon who has a vote. The edicts of the Council are binding. No dragon may declare themselves free of the Council. Draagons and clans seek to further their own agendas by debating the final wording of edicts and influencing the voters. Where debate fails the Council observes ritual combat ‘The Challenge of Wing and Claw’ to settile the matter.
Domain. All Clans Isle (CWB25). Base. The Council Aerie (CWB25). Grand Custodian Mykell is responsible for the orderly conduct of meetings, enforcing edicts, and has the deciding vote if a tie occurs (CWB28).
Treatment of vassals. Vassals have no voice in the Council and frequently a meeting is closed to non-dragons on pain of death (CWB25).
Attitudes. The Council is rife with competing interests. However, those who show respect for the Council, the process, and abide by its rulings gain respect.
Methods. Following theCode of the Council (CWB24) and protocol (CWB32) to arrive at solutions and issuing edicts. In rare instances the Council assembles a multi-clan fighting force to enforce an edict or destroy a threat to dragon rule.
Allies. The Council Custodians and most dragon clans. The Council is not intended to rule over the Clans only to settle disputes and coordinate responses to major threats. The Custodians are an independent organisation that moderate meetings, maintain records, observe the fulfilment of Council edicts (but not enforce them), and maintain the Aerie and All Clans Isle.
Enemies. While most non-dragons focus on fighting a single dragon clan, the Council’s enemies are those that see the big picture and dream large The Dragon-slayer Faith, Frost Giants, Fire Giants, the mysterious creatures rumoured to be behind drow attacks, megalomaniac dracoliches and chromatic dragons.
Goals. Mediate disputes between dragons and dragon clans in order to prevent dragon-war and ensure the continuing domination of dragons.
Typical Quests. A meeting of the Council where PCs bring evidence before the Council and strive to influence debate to ensure an edict is issued against their enemies. PCs might also be part of a multi-clan sanctioned fighting force sent to enforce an edict or strike at enemies of dragon-kind.
Council Ranks
Rank 1: Dominate. 1 Renown. You must also hold rank 2 in your clan faction and therefore be at least 25 years old. You may be present when the Council is in session and contribute to de-bates. However you have no voting rights (CWB25). Emissaries of the Custodians may hold this rank but not fully confirmed Custodians.
Rank 2 Councillor. 25 Renown. To advance to this rank a Dominate must be at least 1000 years of age and be chosen by her Dragon Lord as the clan’s single voting representative. Typically this choice is made based, at least in part, on the performance of the candidate on the Platform of Dominates Almost universally a dragon of the title Advocate or Grand Lord Advocate (Clan rank 7or 8) will be granted this honour. Councillors may participate in debates on the Platform of Dominates and have voting rights on the Platform of Wryms (CWB24). If you hold the rank of Emissary of the Custodians you loose this status and all it’s privileges on becoming a Councillor.
Rank 3 Grand Councillor. 50 renown. Councillors automatically ascend to this rank when they reach 1200 years of age (CWB24). This rank grants no additional legal rights however the pres-tige attached to such great age and service to dragonkind provides advantage on all opposed so-cial skill rolls against any individual dragon of lesser rank in the Council while the Council is in session. Note that this advantage does not apply against groups nor custodians or other dragons without a council rank.
Last edited by Coronoides on Sun Dec 10, 2017 2:57 am, edited 1 time in total.
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Re: 5e Factions for the Io's Blood

Post by Big Mac » Sat Dec 09, 2017 3:15 pm

Coronoides wrote:The Council is Described here as a faction in the 5e rules. Any thoughts, suggestions etc?
Are there any dragon organisations that work for The Council, that you have not mentioned here?

What happens if a dragon clan breaks the rules or if an external organisation threatens one or more territories overseen by The Council?

When they make some sort of ruling, is it carried out by nominated dragon clans or are there actual bodies that enforce things for The Council?
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Re: 5e Factions for the Io's Blood

Post by Coronoides » Sun Dec 10, 2017 2:44 am

Big Mac wrote:
Coronoides wrote:The Council is Described here as a faction in the 5e rules. Any thoughts, suggestions etc?
Are there any dragon organisations that work for The Council, that you have not mentioned here?

What happens if a dragon clan breaks the rules or if an external organisation threatens one or more territories overseen by The Council?

When they make some sort of ruling, is it carried out by nominated dragon clans or are there actual bodies that enforce things for The Council?
Excellent questions. While the boxed set has a lot of detail about the Council and other factions I want these short summaries to provide a *quick* overview for players. They are modelled after the text box faction descriptions in the DMG.

There are no organisations that work *For* the Council. The Clans have representatives on the Council and must abide by its rulings but the Council is not there to Rule over the Clans only to mediate disputes. Similarly, the Custodians are an independent and nuetral group that “moderates the debates, monitors the fulfilment of Council decisions, keeps detailed rocords of the proceedings, and oversees the upkeep of the Aerie and the island (All Clans Island)...” CWB29. I’ve add a couple of short sentences to the allies section about these relationships.
If a edict of the Council is broken and reminders from the Custodians ignored or is an external force threatens the Isles as a whole then the Council can gather and vote on a further ruling to assemble a multi-clan fighting force to enforce the law or defend the Isles. This is already mentioned in the description.
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Re: 5e Factions for the Io's Blood

Post by Coronoides » Sun Dec 10, 2017 4:14 am

The Custodians
The Custodians are a neutral organisation created to ensure the smooth running of the Council of Wryms.
The Custodians led by the family of the founder Starratiel moderate the meetings of the Council, maintain records of Council preceding and edicts, observe to ensure the edicts of the Council are followed, and maintain the Aerie and All Clans’ Isles.
Domain. All Clans Isle. Stronghold. The Aerie. Dragonlord. Grand Custodian Mykell is the highest ranking Custodian, direct descendent of Starratiel founder of the ruling family of the Custodians.
Treatment of vassals. The three tribes (elves, gnomes and dwarves) that serve the Custodians do all the hands on and mundane work on All Clans Isle. They are not mistreated but expected to obey the orders of any Custodian dragon even newly hatched wrymlings.
Attitudes. Every dragon knows that the Custodians are dragons of no clan devoted to maintaining the Dragon Rule by mediating disputes thus preventing dragon-war and providing a place to coordinate defences against threats to Dragon Rule. This was the will of Io shown to his prophet Starratiel who founded the ruling family of the Custodians. However, it is an open secret that some Custodians continue to find small ways to favour the clan of their birth where they can without drawing the attention of Mykell and her family.
Methods. Follow the Code of the Council and the edicts of the Council. Delegate work to vassals and lower ranking members. Obey the orders of higher ranking Custodians. Reverence for the Will of Io that dragonkind was created to rule.
Allies. The Council of Wryms and most dragon clans. The Custodians ensure the smoothe running of the Council and watch to ensure the edicts of the Council are followed. However, the Custodians have no power to enforce edicts. When reminders, warnings, and the implied threat of a visit from the Grand Custodian fail then all the Custodians can do is call a meeting of the Council so the Clans can enforce the law. Most dragons clans respect the work of the Custodians which enables peace and the continuation of dragon rule.
Enemies. While most non-dragons focus on fighting a single dragon clan, the Custodians enemies are those that see the big picture and dream large, The Dragon-slayer Faith, Frost Giants, Fire Giants, the mysterious creatures rumoured to be behind drow attacks, megalomaniac dracoliches and chromatic dragons.
Goals. Ensure the dominance of dragons as the Great Io wanted through supporting the smooth running of the Council of Wryms and observing to ensure that the edicts of the Council are obeyed.
Typical Quests. Hunt down a predator that is eating sheep on All Clans Isle, oversee the search for a legal precedent in the Custodians’ labyrinth of records, be sent to investigate if Council edict has been followed, act as a messenger bringing an unwanted warning to a recalcitrant Dragon-lord.
Custodian Ranks
Rank 1 Emissary: 1 Renown. You may use any portal to enter the Aerie (CWB25). You can order the vasssal of the Custodians about as long as your orders don’t impinge on orders given by a higher ranking Custodian. Generally, you use this authority to supervise vassals doing routine work your superiors want done. Vassals of any clan tend to show you reverence, tracing the eight pointed star of Io in the air with their fingers when they realise you are of the Custodians. You cannot legally be refused entry into any clan domain while acting on the orders of a more senior Custodian. More belligerent clans will demand written proof of your orders.
Rank 2 Custodian: 3 Renown. At 25 years of age some foster emissaries make the decision to stay on, join the descendants of Starratiel, and become full members of the Custodians. To do so they must formally abandon their ties to their clan and become dragons of no clan (you loose any clan rank you had and may never gain ranks in a clan). As dragons of no clan they cannot ever gain ranks in the Council of Wryms nor in their foresworn clan. As a full Custodian you cannot legally be refused entry to any clan domain at any time. You may order lower ranking Custodians about. Finally, you are made privy to the secrets of the Custodians and invited to their hidden gatherings. The details of these secrets are known to the DM.
Rank 3 Custodian of Concordance: 25 Renown. These dragons are descendants of Starratiel; members of the family of the Grand Custodian. This rank is reserved for members of that family and there is no legal way for a PC to hold this rank.
Rank 4 Grand Custodian: 50 Renown. Currently Mykell and upon her retirement the position will pass to her heir. This is a hereditary position and there is essentially no legal method for a PC to attain this rank unless born into Mykell’s family and chosen by her as her successor. The duties of this position are of chief custodian, caretaker, and secretary for the Council (CWB24). When the Council is in session the Grand Custodian’s word is law (CWB28). The Grand Custodian can vote on the Council but only if there is a tie in which case she must cast the deciding vote (CWB28). In the rare instance of a council edict not being obeyed the Grand Custodian must call a session of the council to decide on a further action that will ensure the edict is carried out (CWB28).
Last edited by Coronoides on Wed Dec 13, 2017 11:03 pm, edited 1 time in total.
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Re: 5e Factions for the Io's Blood

Post by Coronoides » Wed Dec 13, 2017 7:26 am

The clans with have a shared structure of ranks but I’m still working on this. In the meantime here’s everything else for the first example clan...

Exaurdon
History, status, wealth, learning, and refined culture; the prosperity and freedoms of Exaudons dragons and vassals are envied by many.
Named after Exaurdon founder of the clan and one of the three founding prophets of the Council of Wryms Clan Exaurdon is arguably the most prestigious and powerful clans in the Io’s Blood Isles. It is the largest gold dragon clan and one of the wealthiest. The clan is also a centre for learning and culture for both dragons and vassals.
Domain. A large portion of Exaurdon Island. Major City. City of Gold and Summer City. Dragonlord. Magnern
Treatment of vassals. The vassals of Exaurdon work to serve their gold masters but are treated well and are given the freedom to choose how they serve and how they spend their free time.
Attitudes. Within our domain all those who abide by the law and contribute to the common good deserve justice and happiness but we do not overly interfere with those beyond our borders.
Methods. Pursuing happiness and growth while obeying the law and serving the common good naturally leads to prosperity, culture, and learning.
Allies. No close allies but is acknowledged by most metallic clans as the most prominent of the metallic clans.
Enemies. Exaurdon is too powerful to have any overt enemies. There is a political rivalry with the gold dragons of Resplendence. The personal hatred of Firebrand the dragon-lord of Bloodtide manifests as Bloodtide opposing the plans of Exaurdon within Council meetings.
Goals. Under the leadership of Magnern the clan is little concerned with the world beyond its borders beyond maintaining the status quo where-in Exaurdon is supreme. Those beyond the the clan’s borders are not their concern. Within its own domain Exaurdon works towards justice and happiness for its dragons and vassals and to further pursue arts and learning.
Typical Quests. To rescue travelling vassals of Exaudon being held hostage by hobgoblins. To guard a vassal merchant ship exporting fine furniture, jewellery, clothes, and other luxury goods made in Summer City. To find evidence to present to the Council disproving the claims of Clan Bloodtide that Exaurdon has wronged them. To recover a lost masterpiece stolen from a hoard by an unknown thief.
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Re: 5e Factions for the Io's Blood

Post by Big Mac » Wed Dec 13, 2017 10:54 am

Coronoides wrote:If a edict of the Council is broken and reminders from the Custodians ignored or is an external force threatens the Isles as a whole then the Council can gather and vote on a further ruling to assemble a multi-clan fighting force to enforce the law or defend the Isles. This is already mentioned in the description.
Interesting. It sounds like someone could run a campaign with themes similar to Game of Thrones/A Song of Fire and Ice, if they wanted to have a dragon clan split up the Council and have Io's Blood Islands devolve into conflict. :)

I can imagine one of the enemies of the dragons wanting that sort of thing to happen and giving aid to one or more megalomaniac dragons. :twisted:
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Re: 5e Factions for the Io's Blood

Post by Big Mac » Wed Dec 13, 2017 11:17 am

Coronoides wrote:Custodian Ranks
Rank 1 Emissary: 1 Renown. You may use any portal to enter the Aerie (CWB25). You can order the vasssal of the Custodians about as long as your orders don’t impinge on orders given by a higher ranking Custodian. Generally, you use this authority to supervise vassals doing routine work your superiors want done. Vassals of any clan tend to show you reverence, tracing the eight pointed star of Io in the air with their fingers when they realise you are of the Custodians. You cannot legally be refused entry into any clan domain while acting on the orders of a more senior Custodian. More belligerent clans will demand written proof of your orders.
Rank 2 Custodian: 3 Renown. At 25 years of age some foster emissaries make the decision to stay on, join the descendants of Starratiel, and become full members of the Custodians. To do so they must formally abandon their ties to their clan and become dragons of no clan (you loose any clan rank you had and may never gain ranks in a clan). As dragons of no clan they cannot ever gain ranks in the Council of Wryms nor in their foresworn clan. As a full Custodian you cannot legally be refused entry to any clan domain at any time. You may order lower ranking Custodians about. Finally, you are made privy to the secrets of the Custodians and invited to their hidden gatherings. The details of these secrets are known to the DM.
Rank 3 Custodian of Concordance: 25 Renown. These dragons are descendants of Starratiel; members of the family of the Grand Custodian. This rank is reserved for members of that family and there is no legal way for a PC to hold this rank.
Rank 4 Grand Custodian: 50 Renown. Currently Mykell and upon her retirement the position will pass to her heir. This is a hereditary position and there is essentially no legal method for a PC to attain this rank unless born into Mykell’s family and chosen by her as her successor. The duties of this position are of chief custodian, caretaker, and secretary for the Council (CWB24). When the Council is in session the Grand Custodian’s word is law (CWB28). The Grand Custodian can vote on the Council but only if there is a tie in which case she must cast the deciding vote (CWB28). In the rare instance of a council edict not being obeyed the Grand Custodian must call a session of the council to decide on a further action that will ensure the edict is carried out (CWB28).
I like this. Is this a summary of canon or did you invent this stuff?

I could easily imagine this being some sort of "Living Council of Wyrms" organisaiton, where players have to spend Turn Units to buy membership, or maybe a 3rd Edition Prestige Class, where the secrets of the Custodians include some sort of powers bestowed by Io.

The Custodians remind me of the Jedi Knights that defended the Old Republic. I could imagine someone who was a troublemaker attempting to turn the Council against the Grand Custodian...and the Custodians of Concordance...and claiming that the family has become corrupt and is working against the Council. That would be a great way for a BBED* to throw the entire system into chaos and make a power grab for the position of Grand Custodian.

* = Big Bad Evil Dragon. :P
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Re: 5e Factions for the Io's Blood

Post by Coronoides » Fri Dec 15, 2017 5:30 am

Ranks within the Clans
Ranks within a clan are earned by work and deed, not birthright (CWB20).
Rank 1 No title, Dragon. 1 Renown. Not really a rank but a recognition of citizenship. Simply being born into the clan makes you a dragon citizen with power over the clan’s vassals and under the protection of the clan. The simple privileges of being part of Io’s Blood dragon culture and not an outcast rogue or uncouth foreigner. Any dragon 1001 years old or more can summon a meeting of the Council of Wryms using an Orb of Io (CWB29). Most dragons are of higher rank by that age.
Rank 2 Dominate: 3 Renown. At least 25 years old You automatically also gain the first rank of the Council of Wryms. You are a full citizen and are expected to contribute to the defence of clan lands, resources, wrymlings, and vassals from outside threats. In lawful clans you are expected to uphold the laws of the clan. Many dragons achieve this rank but progress no further. Three dominates can summon a meeting of the Council of Wryms if all three are of different dragon species and at least one is of a different dragon genus (eg. Two metallics and a chromatic) (CWB29).
Rank 3 Champion. 10 Renown. Dragons of this rank have started down the path to political power. They can issue orders to those of lower station within their clan, are entrusted with missions by the dragon lord, and invited to aristocratic gatherings.
Rank 4 Grand Champion. 15 Renown. Grand champions can issue orders to those of lower station within their clan, are entrusted with important missions by the dragon lord.
Rank 5 Lord Dominor. 20 Renown. You can issue orders to those of lower station within your clan.
Rank 6 Grand Lord Dominor. 25 Renown. You can issue orders to those of lower station within your clan.
Rank 7 Advocate. 30 Renown. You can issue orders to those of lower station within your clan.
Rank 8 Grand Lord Advocate. 45 Renown. There can be only one dragon of this rank in a clan. Though theoretically any dragon could rise to this rank, usually the position is held by a child of the current Dragon Lord of the clan. Assistant ruler of the domain and acting ruler in the Dragon Lord’s absence (CWB20) and usually the named heir to the position of Dragon Lord. The lord advocate can issue orders to any dragon or vassal of the Clan except the Dragon Lord.
Rank 9 Dragon Lord. 50 Renown. There is only one dragon lord in every clan. To rise to the position of dragon lord legally you should be the nominated heir of the last dragon lord. Within the domain the dragon lord’s is law and she may do exactly as she pleases. Beyond the domain’s borders the dragon lord’s actions must abide by Council edicts when dealing with other clans. Often the dragon lord is also the clan’s Councillor on the Council of Wryms if she is old enough, most are. However, the dragon lord can nominate another dragon to act as Councillor.
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Re: 5e Factions for the Io's Blood

Post by Coronoides » Sun Dec 17, 2017 2:08 am

Cloudwalker
The most powerful of the silver clans where vassal and dragon are bound by friendship, or even romantic love, and both enjoy respect, freedom, and prosperity provided they are willing to work for the common good.
Cloudwalker dragons live in Cloud City above the mountains and jungles of Silver Island. Their vassals live among them or in the jungles below. Adult silver dragons of the clan spend a lot of time in humanoid form living among their vassals this familiarity is considered to be a transgression of the natural order by most other dragons, and the preference for humanoid form an insanity of the silver dragons. All good creatures who come to the Cloudwalker Domain can find a home if they are willing to work. Layabouts, those unable to contribute, and lawbreakers are outcasted. Cloudwalker is not aggressive but under constant threat from Chromatic neighbours and therefore has developed a strong defence force.
MY add: One interpretation of the canon is that the dragons of Cloudwalker outcast those vassals too old or sick to contribute useful work. While this might seem cruel and a violation of good alignment, one must remember that dragons do not grow weak as they age and might very well rather be dead than incapacitated by illness. This outlook could influence a culture that considers outcasting the normal dignified path for end-of-life. Most vassals of Cloudwalker voluntarily leave in their old age as a last service to the greater good that enables others to live better rather than being a drain on the clan.
Domain. All of Silver Island. Major City. Cloud City. Dragonlord. Agrannus assisted by the respected vassals Ryella his elf lover and Longbeard a dwarf architect.
Treatment of vassals. Non-dragons that pull their weight are respected and welcomed as friends even lovers by the silver dragons who spend much time in humanoid form.
Attitudes. Non-aggressive and welcoming but intolerant of those who will not or cannot work to further the prosperity of the clan or enrich the lives of others.
Methods. Cloudwalker is a peaceful clan that utilises cooperation between dragon and vassals to the fullest.
Allies. Cloudwalker is friendly with Clan Pinnacle..
Enemies. Clan Nightshriek raids Silver Island attacking and kidnaping vassals. Cloudwalker’s neighbour, Clan Vermillion, has become overpopulated and looks greedily upon Clouwalker lands. Hostility is growing and soon the Council may no longer be able to contain the conflict.
Goals. To be a place where good creatures, native and immigrants alike, can prosper while they contribute to society and to end the threats posed by Vermillion and Nightshriek.
Typical Quests. PCs are given the task of welcoming ship of refugee’s fleeing Vermillion lands and finding them work however Vermillion accuses Cloudwalker of stealing its slaves and it becomes obvious that one of the refugees is a spy, but who? An elf kindred and mate of a silver dragon has gone missing on the Western shore of Silver Island, everyone suspects a kidnaping by Nightshriek. A whole vassal village is burned to the ground with no survivors in the middle of the night, other vassals a fleeing the area weakening Cloudwalker’s claim to the land. Can you find evidence implicating Vermillion and can the Council be swayed to take action?
Need to convert races to D&D 5e? mathematical analysis of canon races and design rules: http://www.dmsguild.com/product/232813/ ... rs-Toolkit

Conversion & Review of Council of Wryms with dragon PCs compatible with other 5e settings (at level 5+). DRAFT: Book 1 https://www.dropbox.com/s/fz4zql2yhlyut ... 8.pdf?dl=0 and Book 2 https://www.dropbox.com/s/0n3i5bki6svae ... 0.pdf?dl=0

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Re: 5e Factions for the Io's Blood

Post by Coronoides » Sun Dec 17, 2017 2:14 am

Big Mac wrote:
I like this. Is this a summary of canon or did you invent this stuff?

I could easily imagine this being some sort of "Living Council of Wyrms" organisaiton, where players have to spend Turn Units to buy membership, or maybe a 3rd Edition Prestige Class, where the secrets of the Custodians include some sort of powers bestowed by Io.

The Custodians remind me of the Jedi Knights that defended the Old Republic. I could imagine someone who was a troublemaker attempting to turn the Council against the Grand Custodian...and the Custodians of Concordance...and claiming that the family has become corrupt and is working against the Council. That would be a great way for a BBED* to throw the entire system into chaos and make a power grab for the position of Grand Custodian.

* = Big Bad Evil Dragon. :P
Great campaign ideas Big Mac!
In answer to your question all my posts in all CoW threads adhere to canon. Where I speculate I will always clearly tell you that that is what I’m doing.
Need to convert races to D&D 5e? mathematical analysis of canon races and design rules: http://www.dmsguild.com/product/232813/ ... rs-Toolkit

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Re: 5e Factions for the Io's Blood

Post by Coronoides » Fri Dec 22, 2017 1:10 pm

Tempest
The bronze dragons of Tempest are pushing inland from the Bronze Cliffs there in the jungle they encounter the black dragons of Clan Mire who are also trying to settle the jungle and ongoing skirmishes have resulted. Tempest has a well developed army and a fleet of ships for military and fishery use. Fishing often occurs in contested waters resulting in further disputes.
A large bronze clan of dragons dwelling in the Bronze Cliff and ruling over vassal plantation workers who are pushing further and further into the jungles.
Domain. Northern Bronze Cliffs and nearby jungle of Fireshore. Major City. Water’s Edge. Dragonlord. Whitescale who rarely leaves his lair leaving Council meetings and other business to his sons Whiteclaw, Stormwing, and Seatooth.
Treatment of vassals. For the most part the ruling dragons and working vassals of the clan live separately except in the clan’s military which includes both dragons and vassals.
Attitudes. One of the most militant clans and one with hostile neighbours.
Methods. Tempest is happy to meet force with force.
Allies. This clan is in the Bronze Cliffs Trade Agreement which includes: Pinnacle, Cliffwalker, Tempest, and Waveflier (CWB12).
Enemies. Tempest’s expansion into unclaimed jungles has caused continuous skirmishes with Clan Mire who is also expanding into the jungle. Tempest also has disputes with Seaspray over fishing rights.
Goals. Expansion into the unclaimed jungles and securing the best fishing areas off their coasts.
Typical Quests. Clan Mire has established a village in jungle claimed by Tempest. Attack at night, free the vassal slaves, kill any black dragon overseers/witnesses you encounter, then burn the village to the ground. Protect a ship carrying pearl divers from interference by clan Seaspray who also lay claim to the oyster beds. Clan Mire has recruited the support of several gem and chromatic Councillors, you must persuade the reclusive Whiteclaw to attend a Council meeting in the hope that the Grand Councillor’s influence will sway the vote away from granting lands to Mire.
Need to convert races to D&D 5e? mathematical analysis of canon races and design rules: http://www.dmsguild.com/product/232813/ ... rs-Toolkit

Conversion & Review of Council of Wryms with dragon PCs compatible with other 5e settings (at level 5+). DRAFT: Book 1 https://www.dropbox.com/s/fz4zql2yhlyut ... 8.pdf?dl=0 and Book 2 https://www.dropbox.com/s/0n3i5bki6svae ... 0.pdf?dl=0

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Coronoides
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Re: 5e Factions for the Io's Blood

Post by Coronoides » Mon Dec 25, 2017 8:47 am

I like Cutharn because it demonstrates several important features of the setting.
1) Good clans don’t always get along. There can be history causing bad blood.
2) The council does not interfere with civil wars within one clan.
3) The clans are not set, new clans can emerge.
4) Only Great Wryms can vote, it is possible for a clan to not have a vote.

Cutharn
The copper dragons of Cutharn broke away from Clan Rockclaw starting a civil war that ended when the Council of Wryms recognized Cutharn as an independent clan.
Cutharn’s history illustrates and important limit of the Council, the Council does not interfere with disputes within to a clan, as soon as Cutharn was recognised as an independent clan it gained protection from the Council. Over 250 years after the civil war Cutharn’s wealth comes from its silver and gold mines where vassals toil to make dragons rich. Cutharn has no seat on the Platform of Wryms since no dragon of the clan is old enough. However Dragonlord Cutharn attends all meetings to ensure the clan’s interests are heard during the Platform of Dominates debates.
Domain. Northern canyons of Rockshore Isle. Major City. Cutharn village. Dragonlord. Cutharn.
Treatment of vassals. Within the domain vassals have no say in the running of the clan. The exception is Cutharn’s Kindred Kennbred who acts as overseer of the mines and Cutharn village’s defences. Kindred lives are dominated by work in the mine or military service.
Attitudes. Fiercely independent and willing to defend their independence.
Methods. Building wealth, active in politics, and building defences.
Allies. Cutharn has no strong allies, despite this Cutharn was able to obtain an edict from the Council declaring Cutharn an independent clan. Either Cutharn had some allies for the vote or Rockclaw had some enemies.
Enemies. Rockclaw, this most powerful of the copper clans refuses to acknowledge the independent status of Cutharn and patiently schemes to reabsorb the rebels and their lands.
Goals. Secure the future of Cutharn as an independent clan and build the clan’s population, capital, and wealth.
Typical Quests. The dwarf overseer Kennbred reports reduced productivity in the silver mines you have been sent to investigate. Lord Vemontail is gathering support for a vote to rescind Cutharn status as an independent clan, since Cutharn has no representation on the Platform of Wryms all Cutharn dominates are called to influence the debate on the Platform of Dominates and prevent the edict from reaching a vote on the Platforms of Wryms. The clan is trying to feed it’s growing vassal population by starting a fishing village 40 miles south of Cutharn, as far as possible from Clan Rockclaw’s interference. Unfortunately this wild coast is home to tribes of fog and reef giants. The reef giants sink and boats they encounter and the fog giants have given the settlers a month move before they smash the village. You are sent to ensure the survival of the village.
Need to convert races to D&D 5e? mathematical analysis of canon races and design rules: http://www.dmsguild.com/product/232813/ ... rs-Toolkit

Conversion & Review of Council of Wryms with dragon PCs compatible with other 5e settings (at level 5+). DRAFT: Book 1 https://www.dropbox.com/s/fz4zql2yhlyut ... 8.pdf?dl=0 and Book 2 https://www.dropbox.com/s/0n3i5bki6svae ... 0.pdf?dl=0

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Coronoides
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Re: 5e Factions for the Io's Blood

Post by Coronoides » Mon Jan 01, 2018 3:10 pm

Dewfeast
The brass dragons of Clan Dewfeast importantly maintain a neutral stance and are renowned talkers.
Dewfeast’s large village of Tradetown where dragons travelling the length of the archipelago can rest and refresh is an important nuetral site where even chromatic dragons are welcome. The Dewfeast dragons love to talk with visitors and as a result Tradetown buzzes with news and the dragons of Dewfeast are very well informed. Most of this news makes its way to the capital metropolis of Brasstown and to the Dragonlord Brazzen who uses this knowledge when he attends Council meetings. While dragons live in the fabulous cities of sculpted sand the vassals live apart toiling in small oasis villages in the desert.
Domain. Southwest desert of Aridia. Major City. The metropolis of Brasstown. Dragonlord. Brazzen.
Treatment of vassals. Vassals are mere workers and kindred servants with no authority or representation. There are persistent rumours of a hidden society of vassal dedicated to improving the lot of vassals in Dewfeast but no evidence of these rebels has ever been found.
Attitudes. Dewfeast tries to remain neutral in clan disputes.
Methods. Dewfeast prefers to talk through problems or just talk for the sake of talking. The recent batttle demonstrates that these talkers can fight if pressed.
Allies. All clans except Lightningwing maintain cordial relations with Dewfeast so they can use Tradetown.
Enemies. Clan Lightningwing is Dewfeast’s Eastern neighbour who coverts Dewfeast’s lands and recently there was a deadly battle between the two clans.
Goals. Encourage more visitors to come to Tradetown and end the threat from Lightning wing.
Typical Quests. Vassals have been going missing from some of the outlying oases. Some suspect abduction by Lightningwing, but some speculate that the disappearances are linked to the rumoured rebels. You are sent to investigate. A Advocate of Clan Vermillion has been murdered while resting in Tradetown, to uphold the reputation of Tradetown as a neutral site you must find the killer and bring them to justice. An oasis village of your vassals has been burned to the ground in the night with no survivors. The next morning Lightningwing vassals arrived and the blue dragons are claiming that land as their own by occupation. You must find evidence that Lightningwing destroyed your village and get the land back either through Council edict or force of arms.
Need to convert races to D&D 5e? mathematical analysis of canon races and design rules: http://www.dmsguild.com/product/232813/ ... rs-Toolkit

Conversion & Review of Council of Wryms with dragon PCs compatible with other 5e settings (at level 5+). DRAFT: Book 1 https://www.dropbox.com/s/fz4zql2yhlyut ... 8.pdf?dl=0 and Book 2 https://www.dropbox.com/s/0n3i5bki6svae ... 0.pdf?dl=0

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Coronoides
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Re: 5e Factions for the Io's Blood

Post by Coronoides » Mon Jan 01, 2018 3:12 pm

Having posted the Council, Custodians, and one clan from each metallic breed that is enough to generate PCs and play. Therefore I’ll not be posting any more factions. On to the next part of the project!
Need to convert races to D&D 5e? mathematical analysis of canon races and design rules: http://www.dmsguild.com/product/232813/ ... rs-Toolkit

Conversion & Review of Council of Wryms with dragon PCs compatible with other 5e settings (at level 5+). DRAFT: Book 1 https://www.dropbox.com/s/fz4zql2yhlyut ... 8.pdf?dl=0 and Book 2 https://www.dropbox.com/s/0n3i5bki6svae ... 0.pdf?dl=0

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