The Terminal Isles
About this creation
The Terminal Isles is a creation of Owen Evans as the setting of an evolving campaign and sets out the basic lore, settings and background for the setting.
Credits
Many thanks to everyone involved in making this content, not least the players at the table (in alphabetical order)
- Alley
- Dave
- Isaac
- Luke
- Tam
PART 1
Background
Part 1: Background
Welcome to The Terminal Isles, a archipelago of island nations and dominions. The dominating feature of these islands is a set of vertical cities known as the spire cities, which form the center for wealth, power and politics.
Spire Cities
Spire cities reach a mile or more into the sky, each one built upon a regolith of unknown origin, each is split into tens or hundreds of levels and has been built upon over 1000s of years.
Spire Cities seem to be a focal point for The Whey [see Magic in The Terminal Isles] and as such attract a great level of wealth and power.
Control over The Whey in the spires is controlled by a neutral organisation known as The Whey Keepers, this group prides itself on remaining neutral and outside of geo-politics but holds sway of most rulers and elite as they provide access and control to most long range travel and hold tremendous power over The Whey. They also control access to the great sky ships that travel between the spires and train and promote the captains and crew of these ships, known as Whey Farers. The Whey Keepers control access to the top 15 levels on most of the spires and the inner workings of the organisation are a closely guarded secret.
Null Zones
The Spires themselves also seem to have a strong impact on the landscape around their base. For 20 miles in each direction from any spire is an area known as The Null Zone. Inside the null zone no living thing seems to flourish, most animals and plants fall sick and die if caught in these zones for more than 24 hours. Also magic seems to have a diminished or nullified effect and most spellcasters are unable to cast any spells while in the area. Once within the spire the effects are no longer present and the regolith of the spires has provided fertile ground for many plants and animals.
This Null Zone around each spire makes land based transport highly perilous and many pirates and thieves patrol the edge of the null zones looking to pick off unguarded caravans or travelers caught unexpectedly in these zones. There are also rumors and stories of monsters that have been transformed by the Null Zones and ambush people as they travel through these areas, but these stories are largely put down to rumor and superstition rather than reality.
For these reasons the preferred mode of travel around The Terminal Isles is that of Sky Ship, but travel via these means is expensive and prohibitive for many. Many families have lived and stayed for generations within a spire city and have never ventured beyond
Travel in a Spire City
Spire cities themselves are split over many levels, each one often 50-100ft in height and cities having anywhere up to 150 levels, as such travel between levels is not always straightforward. Primarily most levels of most spires are serviced by any number of magical or mechanical lifts or elevators. Some are controlled by junior Whey Farers and others are controlled by enterprising groups and guilds who have mechanical elevators that they maintain and usually charge for. Travel from the top to the bottom of a spire city can cost anywhere up to a gold piece, and transport of goods or freight is more costly again.
Each level of a spire city often operates much as a city or town unto itself with various housing, lodging, shops and accommodation on each level catering to different groups who set themselves up there. But occasional levels (such as the university levels of Ariswheel) have a very different purpose or organisation. This usually controls access to these levels. The top levels of every spire city is owned and controlled by the Whey Keepers and access is strongly guarded to these levels.
Regolith
The black regolith that makes up each of the spire cities is still an little understood material, it has amazing abilities to be nutrients for plans and yet sturdy enough to build large and heavy constructions on. Most Spires are dotted with plant life and buildings in equal measure. Also various nooks and crannies of the cities house a myriad of animals (and sometimes monsters). The internals of each spire however is a mystery unto themselves. Occasional fissures and openings will appear in the rock and allow enterprising groups to navigate the insides of the cities, however just as suddenly as they've opened these caverns have also been known to close and swallow adventuring parties often never appearing again, but sometimes they will appear months or years later elsewhere in the city, often with wild tales of adventure and treasures.
Automatons
The inside workings of spire cities also leads to many marvels, one being the automaton. No one quite knows how these came to be or who created them but they are present in every one of the spire cities. Often mindless they seem to often be able to move about cities through the regolith itself and many people have tried to follow them only to be lost or spat out of the core of a spire after tunnels swallowed them.
Occasionally however an automaton will emerge with personality and a name, they appear with little to no recollection of time before but with perfectly formed abilities and skills. These automatons are usually welcomed as good omens and encouraged to join society.
Sky Ships
Powerful vehicles called sky ships ply trade between the Spire Cities, carrying goods and people to and from these cities by traveling above a mile in the air where the Null Zone has no effect. These ships are powered by large lodestones that carry the power of the Whey and must be recharged at Spire Cities between travels. They are heavily armoured and have sales to help push them to destinations. They resemble large zeplinns with masts and sails. And powerful glowing lodestones that light up the night sky when they travel overhead.
Power and Intrigue
The Terminal Isles stands in a state of uneasy peace between various factions and dominions that control the islands. The peace has held for a period of 2 centuries since the Whey War, which saw the rise of the Whey Keepers after an accident saw the destruction of a City Spire, Javelincrag now colloquially referred to as Doomcrag. This accident, of which no records still survive, caused some effect within the Spire City and resulted in the Null Zone enveloping the city itself and death of hundreds of thousands of individuals. The Whey Keepers were setup as peace was negotiated between the waring factions and has held the cities in truce and peace ever since. Factions are elaborated in Section 7: Factions
Stoledran
The Realm of Stoledran control the Stoledran isle to the north west of the Terminal Isles, a large island and home to two Spire Cities Branhaven and Ardenhide. The island and these cities are ruled over by two elven siblings, Aimar and Keya Ilileth. They each reside in one of the spire cities and control each as their own, Aimar rules Ardenhide and Keya Branhaven.
Magic in the Terminal Isles
Magic flows in the terminal isles from an unknown origin but seems to be concentrated in the many Spire Cities that dot the land. A mystical force known as The Whey emanates from the spires and other areas around the islands allowing skilled magic users to weave and warp the skein of reality and cast spells. There are also mechanical ways that the power of The Whey can be harnessed, trapped and reserved to power great sky ships, arcane weapons and other contraptions. However the only places that generate The Whey in great enough quantities to power the largest of these contraptions are the Spire Cities and are fiercely guarded by The Whey Keepers.
Central Belt Aristocracy
The Central Belt Aristocracy controls most of the Island of Moorhaven at the centre of the archipelago, ruled by Queen Nirsa, Warmheart a dragonborn who was elected to rule the Aristocracy some 150 years ago by the conclave of elders, an ancient ruling group of high powered families from around the island. The CBA controls a vast amount of trade around the archipelago and has control over two of the most wealthy cities Ariswheel and Sleekgate as well as Black Rocks which forms an important trade stop controlling access to and from Stoledran. It is often thought that the CBA are one of the biggest powerbrokers amongst the islands.
Ventar Estates
The Ventar Estates control the one other spire city on Moorhaven, Vigilmoor. Controlled by Zeith Ventar, the Ventar family broke from the CBA 300 years ago during the Whey War and has held onto control of the spire city and the surrounds ever since. They primarily control the production of Whitewood, an extremely strong and versitile tree that only grows in the sub tropical climate of the south eastern area of Moorhaven. The Ventar Estates controls growing and havesting the wood in forests that cover the area known as the Ghost Forests primarily for the look of the trees that product shockingly white leaves and bark
United Lands of Progress
Home to the husk of the spire city of Javelincrag, United Lands of Progress, or just Progress as they're more commonly known, are the remanants of trading families that found themselves at the top echelon of government after the fall of Javelincrag. Based in Galestille they rule as a loose democratic government but with a council largely sourced from trading and manufacturing families that were based in Galestille. Progress was formed to rebuild the island and people after the shock of Javelincrag's fall.
Luckshade Islands Accord
Two island populations form the last power group in the archipelago, Tortleset and Sleekdeep forming their capital cities. Tortleset is the smallest Spire city and largely populated with Tortles although many other races can be found there too. The leader of Tortleset is a 40 year old Tortle called Avellana. Sleekdeep is also smaller than many other Spire cities but has a more cosmopolitan racial population, it is led by Rennut an Aarakocra. These two island nations formed the Luckshade Islands Accord 300 years ago to try and protect themselves from waring factions and have interwoven their economic and political ties ever since.
An artist impression of the Sky Ship "Will'o'The Wisp"
PART 2
Moorhaven
Part 2: Moorhaven
The island of Moorhaven stands at the centre of The Terminal Isles and is the biggest and most wealthy of the archipelago islands.
Ruled by two factions the island has strong ties to wealth and aristocracy as well as trade.
History
The island of Moorhaven has always been ruled by families steeped in trade between it's neighbouring islands. Initially, before sky ships were harnessed, trade between all the other islands revolved around merchant ships and families based out of Ariswheel, Sleekgate or the towns of Middlescombe or [insert town name]. With the advent of Sky Ships, Black Rocks became an important way station on the journey to and from Stoledran.
Over decades power was consolidated into a ruling class that handed lands, ships and contacts down through generations. During the Whey War these families took a neutral stance but were found to actually have been funding both sides with weapons, vehicles and soldiers to armies on all sides. Due to this duplicitous nature eventually they became a common enemy and the families decided to form an official conglomerate known as the Central Belt Aristocracy (CBA). One family company refused to buy into the combined power however and broke away to form the Ventar Estates, rich with Whitewood a rare but powerful natural resource that is hard to grow but extremely valuable, the Ventar family were able to shore up their own defences and became a powerful house at the end of the war.
The CBA has raw materials and capabilities in it's own right too, the Greater Ridge mountains contain many mining settlements and produce some of the stronger metal ores for the region. Most minig operations report out of Pinemont or Brotherdeep. The Lakes, Sleepy Lake and Stagnant Lake are both well known for their fish exports and there are many farms around the area.
The Dune Sea however is generally devoid of life, with towering desert dunes that role across the landscape, with the exception of Elderscar and Redcall that have become havens of hospitality within the unforgiving desert.
North Moorhaven
The Sleeply Lake forms a natural delineation between North and South Moorhaven, the North containing the Spire Cities of Black Rocks and Ariswheel.
Spire Cities
Ariswheel
Ariswheel is the tallest of any spire city, standing at 2 miles tall across 100 levels it serves as the primary base of power for the Central Belt Aristocracy.
Levels 1-5: Warehousing, docks and stabling
The lower levels, as with the lower levels of most
Levels 6-10: The Shambles
The Shambles is the name given to a number of levels that used to be scientific and religious workshops and temples, an accident or sabotage (no one's quite sure what happened) during the Whey war left the levels uninhabitable and wild with Whey power. They are now largely abandoned and roamed by mutant or savage creatures that attack the unwary traveler or adventurer.
Levels 10-20: Lower Districts
Key locations
- The Stoop - Inn
- Temple to Auril - Church
- Temple to
Levels 21-30: Middle Districts
Key locations
- The Burgundy Goat - Inn
- Sailors Arms - Inn
- The Needy Peach Pet Store - Store
- The Kind Moon Market - Store
- Orbs and Talismans - Store
- The Azer's Mallet - Blacksmith
- The Church of the All Keeper - Church
Levels 31-50: Agricultural districts
Large levels that have a more fertile basis for growing crops, these levels are generally worked fields and pastures. The regolith on these levels are somehow able to create strong bonds with roots and provide nutrients for plants. They also have various light sources on ceilings that seem to reflect, tunnel or create sources of energy for plants, they also have their own micro climates.
Levels 51-70: Upper Districts
Key locations
- Banded Anvil - Blacksmith
- The Sparkling Pendant - Jewler
- Tilova's Trinkets and Trades - Store
Levels 71-78: Moorhaven University
Levels: 79-85: CBA Administration
Levels 86-100: Whey Stations
Black Rocks
Other Notable Cities
Emberhelm
Azoicbane
Harpergate
Redcall and Elderscar
Brotherdeep and Pinemont
Trentenscot
Middlescombe
Other Notable Areas
Sleepy Lake
Stagnant Lake
Greater Ridge Mountains
Central Dune Sea
Sandy Strait
South Moorhaven
Spire Cities
Sleekgate
Vigilmoor
Other Notable Cities
Bovinport
Rustscot
Temperdrum
Mortarnook
Darkdocks
Blazeroth
Fastingbar
Spellstone
Radiantkeep
Everberry
Runicforest
Passerest
Salsport
Elkenwharf
Sulfurshear and Talonmouth
Maple Crossing
Thaumastor
Barrenthorn
Djinnacre
Ghostgrave
Knighthollow
PART 3
Stoledran
Part 3: Stoledran
The island of Stoledran occupies the North Western corner of the archipelago and is the base of a tightly controlled realm ruled by Fey and Elves. Dominated by a mountain range, The Stoledran Range, in the centre the island is a mixture of climates that leads to a strange mixture of biomes. By far the most common races in this area are related to Fey and Elven backgrounds but as with most of The Terminal Isles there is strong mixtures of backgrounds to genetics across the island.
History
Spire Cities
Ardenhide
Branhaven
Other Notable Cities
Triplehaven
Ironknoll
Brackenborne
Nethervault
Arrowgulch and Smitherslight
The Souther Reaches: Woodlandscot, Yerlehill, Sombersteel and Heavyfern
Other Cities
Other Notable Regions
The Stoledran Range
The Northern Wastes
Murky Currents
PART 4
Progress Isles
Part 4: Progress Isles
The Progress Isles are the sight of one of the only calamities to have hit a Spire City, a feature that shapes the people and the cultures around the islands of Progress and Ruin.
United Lands of Progress
Spire Cities
Galestille
Javelincrag
Other Notable Cities
Shadowrest
Shadowrest is a medium sized port, primarly focused on shipping traffic to the Central Belt Aristocracy and fishing.
Establishments
The Meadery
A pleasant if somewhat ramshackle inn located on the edge of the Ivy Crown district, overlooking the central plaza. Run by a bolshie dragonborn Vezera Akambherylliax.
The Golden Brace
a blacksmith of questionable skill, run by Varis Suithrasas a male elf.
Odds and Open
a general store and food merchant selling largely fish and fishing based supplies but other things can be found, run by Erevan Rothenel a Male Elf
Middlesnest
Littlerootlaide
Augacall
Fallenworth
Opaldale
Centerpoint
Needlenest
Port Lime
Haleystrand
Woodlandgrove
Ceruleascot
Flatspire
Ardenbleak
Obsidianbridge
Arishaunt
Inkknock
Putridthorn and Doomvault
PART 5
Luckshade Islands
Part 5: Luckshade Islands
The Luckshade Islands are sparsely populated but none the less powerful islands of exotic races and cultures.
Tortleset Island
Spire Cities
Tortleset
Other Notable Cities
Elmmoor
Ambervein
Charisville
Alabastersong
Rocky Lane
Tarowall
Sleekdeep Island
Spire Cities
Sleekdeep
Other Notable Cities
Ghoulhollow
Blazefire
Quickhorn
Winterspell
Quillcrest
PART 6
Factions
Part 6: Factions
Many factions vie for power and influence over parts of life in The Terminal Isles each one with a unique history and objective. This section lays out the structures and backgrounds for key factions across the archipelago.
The Nightstalkers
This faction is comprised of a secretive group of spies, assassins, and thieves who operate under cover of darkness. They are known for their cunning and resourcefulness, as well as their ability to strike from the shadows with deadly precision
The Vigil of Gesrasil
A shadowy organisation/cult that has a strong aim to stop a second Banishing. They work from the shadows. The mark is a small sigil of a shield that is branded in during a secret ceremony that imbues the wearer with the powers much the same as a Dragonmark. Can you generate me two NPCs that are part of the faction?
The Whey Keepers
A ruling oganisation of the spire cities they control the use of the Whey Farer ships and the top of most spire cities. They aim to control the use of Whey and ensure that it is proportionately used for value. They are somewhat conservative and try and maintain the current power structures
The Order of Mides
The Order of Mides is a religious organization that overtly follows the teachings and guidance of Mides, the Bird of Many Eyes. Members of the Order seek to gain insight into the many possible futures that lay before them by studying the teachings of Mides and interpreting their dreams and visions. They believe that by understanding the potential outcomes of their actions, they can make better choices and bring about a better future. The Order is known for their prophetic abilities, and many seek them out for guidance and divination. They have temples and shrines throughout the land and are respected for their wisdom and knowledge.
PART 7
Races and Backgrounds
Part 7: Races and Backgrounds
Many races call The Terminal Isles home, this section lays out some unique backgrounds to some races
PART 8
Religion and Pantheon
Part 8: Religions and Pantheon
Origins and Myths
There have always been gods on The Terminal Isles, the Whey has a strange interaction with the very thought and act of belief and willpower, supplying power and bringing things into existence if enough belief is expended in a single direction. This has generally been agreed that small gods have sprung into existence and out of existence over millennia but have never had an omnipotent power of creation or destruction, rather they have been seen to present small boons, or interact in small ways with the world around them.
The gods first appearance in The Terminal Isles is generally accepted as being about 5000-70000 years ago, during a time known as The Banishing. The progenitor race of Spire Builders as they are referred to are said to have been a wonderace society, of technological prowess and plenty. However not all was well, corruption run rampant and exploitation of natural resources and the Whey was rife.
Distraught by the corruption and the excesses they saw around them Nillra dreamt of a society free from these things, and of the power to banish those who transgressed. Together with her husband Oraraku she is said to have formed a group of like minded individuals, free thinkers and intellectuals and set about, in secret, to gain this power.
Gods in Visons
The gods are beyond mortal form now and will often appear in a way relating to the person viewing and it has been known for two people viewing the same god to report different appearances based on their own expectations.
The means was one that no one person could achieve alone, they harnessed the power of raw belief in a ritual that was said to use the spire cities themselves as fulcrums to concentrate the power. They used this raw power and technology developed by a famed artificer called Olena, and together the 11 people now seen as the Prime Deities ascended.
In doing so however they lost control over their powers and for 300 years raw Whey and Divine power intermixed and destroyed any traces of sentient life, including the precursor races themselves.
Finally after centuries the gods managed to regain control over their new powers and abilities and formed a pact to never let anyone ascend in the same way again, lest the cost be paid again. Instead they opened the pathway between planes and let other races find their way to The Terminal Isles and sentient life eventually returned.
Prime Deities
Nillra
Goddess of all creativity, dreams and nightmares. From her imaginings it is said that all things can flow. She sees life as a creative endeavor and is a favorite deity for warriors who value creative fighting over brute strength. She is also sung to and about by bards and minstrels across the land. She is most often represented by dark clothing with gold filigree or embroidery and it is said that she dwells in people's dreams at night.
Usual Pronouns: She/Her
Oraraku
The partner of Nillra and is seen focused on the physical acts of creation and destruction, artificers, builders and smiths often leave offerings to Oraraku to help guide them to patterns and schematics that will stand the test of time. But he is also worshiped by those who seek to destroy current orders and replace them with something new.
Usual Pronouns: He/Him
Dallus
The God of Music, Mischief, Tricks and Frivolity. For a millennia they shunned the rest of the gods after The Banishing. Feeling that Nillra and Oraraku had tricked them into ascending at too much cost, or kept the true risk from them. They shun mortal form believing that the gods no longer have a right to appear as such with the treachery of the past. They instead seek to punish the other gods at intervals, and play tricks to remind the gods that they are not infallible, often guiding foolhardy mortals into damaging plans in order to inflict damage on another god. They are the sibling of Gesrasil who often has to play go between to speak to Dallus
Usual Pronouns: They/Them
Gesrasil
Goddess of combat, raw strength and power. Gesrasil was brought into the circle of ascendancy by her twin Dallus who was always quick to pull her into his schemes. She saw it as her duty to protect mortals who re-populated the realm and helped army commanders and people she saw as able to protect the populace at large. She is often worshiped by generals and officers in the Army but is also commonly revered by politicians. Her worshipers believe in martial prowess and practice of martial disciplines.
Usual Pronouns: She/Her
Ideat
The god of fire and light, cold and darkness. Worshipers believe that the world hangs in a natural balance and that by control over the elemental forces a new age of enlightenment can begin. Worshippers often wear clothing with fire or snowflake symbols across, and will pilgrimage to the hottest and coldest areas of The Terminal Isles in the hope of enlightenment
Usual Pronouns: He/Him
Betr
Goddess of Wilderness, often worshipped by Druids, healers and rangers. They shunned sentient life when the world was scourged and believed that the world should never have been re-populated and as such refuse to be seen as a mortal, instead appearing as beasts or animals, most often a reindeer or lion. They begrudgingly accept worship but only by those who respect and fear the natural world. Followers often wear horned broaches or signet rings. Zealots have even been seen to wear horned crowns piercing the wearer's skin.
Usual Pronouns: They/Them
Krora
Goddess of Trade, Commerce, Fraud and Deception. Seen as a guide to merchants and thieves alike Krora is seen as trying to build bridges between societies through trade, fair or otherwise and is often caught playing two sides against each other.
Usual Pronouns: She/Her
Tisyn
Godess of the heavens, and the underground, said to have found solace in a cave for 500 years after the banishing and wept for life lost. They finally took it on themselves to shepherd life into any nook and cranny, often guiding those explorers who become lost underground. They are also said to be ready to appear on death and shepherd those who need it to the next life. They are often worshiped amongst mining and dwarven communities
Usual Pronouns: They/Them
Itarr
God of the sea and aquatic life, they’re often worshiped by sailors and merchants alike. It is said that after the Banishing they swam for a century to try and find any trace of sentient life left on the Terminal Isles but to no avail.
Usual Pronouns: He/Him
Olena
Olena is seen as the goddess of friendship and of retribution, they are often prayed to during marriages but also before fights. They’ve also been seen as a strong crafter and mender and often worshiped by artificers, mages and smiths.
Usual Pronouns: She/Her
Mides
The Bird of Many Eyes, Mides history is unclear. What is clear however is that they guide many worshipers. They often have worshippers who seek to learn from the bird whose many eyes are said to all see a different future. They give people a glimpse into the choices they could make and the outcomes that lay before them
Usual Pronouns: They/Them
Appendix 1
Bestiary
Appendix 1: Bestiary
The Spire Cities and Whey have contributed to some unique flora and fauna around the archipelago.
Monster Name
Size, Alignment
- Armor Class AC
- Hit Points Hitpoints
- Speed Speed
STR DEX CON INT WIS CHA Str (Mod) Dex (Mod) Con (Mod) Int (Mod) Wis (Mod) Cha (Mod)
- Saving Throws saving_throws
- Skills skills
- Damage Vulnerabilities damage_vulnerabilities
- Damage Resistances Resistances
- Damage Immunities Damage_Immunities
- Condition Immunities condition_Immunities
- Senses Senses
- Languages Languages
- Challenge Challenge and Xp
Actions
Multiattack. The Creature Name makes Number and type of attacks
Ability Description. Attack Style: Attack Bonus to hit, Reach/Range, one target. Hit: Damage Damage Type damage
General Ability Description. General Attack Description
Appendix 2
Spells
Appendix 2: Spells
The Whey has some unique ways of controlling magic and spells.
Spell Name
Spell Type
- Casting Time: Casting Time
- Range: Range
- Components: V, S
- Duration: Duration
A description bursts from the caster's fingers and spreads at the speed of the reader's comprehension.
Practice
Safe
Homebrewing
People love to flex their creative muscles while composing new homebrew content. More often than not, the inspiration for you homebrew comes from another source. Sometimes significantly. Other times just as a spark.
What is important for the community is that you share your sources of inspiration. This back cover can serve as an easy to find, easy to read place for you to do just that.
So go ahead, remove this chunk of copy and tell everyone who inspired you.
Cover Art Generated with Midjourney
When you're ready to share with the community, don't forget to mark your document as public so people can find it in the GM Binder Search
More Credits
Maybe you have so many people to give credit to that you need a bit more space. Well, you can use this column to do exactly that!