The Fall of Rangi Pouri - DND Homebrew Idea

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The Fall of Rangi Pouri - WIP

Homebrew Idea by Daniel Cariño



Plot

Set in 1358 DR (Time of Troubles) The forgotten hidden continent of Rangi Pouri's empire is falling due Bane and Myrkul's attept to steal the Tablets of Fate from the overdeity Ao. Myrkul's imminent attack on Rangi Pouri is due to rumors of having a portal between Toril and Abeir. 3 Runes appearing as clouds seem to counter the storm that has been protecting the hidden continent for centuries to stop momentarily for approximately 3 days at a time. At the time of this campaign there is a window that a group of travelers in search of treasure in the jungles on Maztica. During their voyage one of the runes was disrupted putting them in the middle of the storm. The ship is tossed around the sea finally ending up on one of the islands of Rangi Pouri thus only the heroes survive to find themselves searching for a way home, while the islands and city fall apart.



This will be a self contained campaign that may be altered to shift between dimensions to Abeir or Toril, or stay on one of the 2 worlds. The idea is the same as any DND game, it's up to the party to: decide the fate of the island, or to try to escape back home, or even stay as citizens.


DM/GMs encouraged to use as building blocks in their own stories to build onto the history or finish the legacy of what has become after the Fall in current times. The time period can change, just know if it is set after 1358 DR the fall of the civilization has started and after 1400 DR the islands are accessible to the larger world, but will still involve rough waters and storms.

Races

The common races of Rangi Pouri are Elves, Genasi, and Dragonborn. Other races live on this island as well, and some could be well known adventurers. Remember this is YOUR dnd world, you can come up to how others ended up here, or even bring people "back to life" that disappeared from campaigns. Other races and people on this island, will have said to be on trips across the trackless sea only to be caught in the storm and they wanted to stay or maybe they're looking to get off the island too!

Major Locations

Rangi Pouri World Map

(Rangi Pouri - Detailed Color Map)

- Rangi Pouri (the continent)

Rangi Pouri (Dark Sky) is a crescent moon shaped continent in the middle of the Trackless Sea West of Faerûn between Chult and Maztika Surrounded by a constant magical storm miles from the coast of the island, cast by the people to protect themselves from the outside world. Rangi Pouri thought to be 2 islands actually consists of 2 islands and a floating sky temple civilization that hides in the fogs of the waters between the 2 lands. The islands shift between dimensions to Abeir and Toril due the portal Tuhinga o Mua that is the center of Temepara Rangi. The islands are connected to the same main land mass under water. The volcanos are dormant and under control by both efforts of the water and fire Genasi. A thick fog separates the islands hiding the floating sky temple. The inspiration of Rangi Pouri comes from various islands around the world that have multiple terrains and animals that can almost seem alien to most like New Zealand, Galapagos, and Socotra. Although the islands have survived thousands of years on it's own, so have the dangers of the island that moved it's civilizations into the mountains, jungles, and mainlands.

Rangi Pouri Parchment

(Rangi Pouri - Limited Parchment Map)

- Maunga Pouri (the larger island)

Maunga Pouri (The Dark Mountain) is the large crescent shaped mountainous island of Rangi Pouri. This island hosts various jungles, mountains, mines, and most of the earlier civilizations. Ruins line the shorelines and jungles. Watchtowers line the over all coast looking for wrecked ships and survivors.

- Atarangi  (the smaller island)

Atarangi (Shadowlands) is a small island in the center of Maunga Pouri that stays mostly in the shadow of the main island. Although named the Shadowlands, this island is the main source of farmland.

- Temepara Rangi (the sky temple between islands)

Temepara Rangi (The Sky Temple) - Is a hidden sky temple masked by fog above the waters between the two islands. Although many know of it, not many on both islands know where exactly it is within the fog between the islands. Most leaders have sworn to keep it a secret to it's citizens for it's protection. Some believe it to be a myth.

- Tuhinga o Mua

Tuhinga o Mua (the Portal of Entry) is a portal in the center of Temepara Rangi and causes momentary rifts to bring the island between worlds that originally happened every 5 centuries, has now become unstable.  Most have heard of rumors of this existing, but some that have seen it or heard of it, also believe it no longer is an active portal.

- The Guardian's Temple

One of the many floating islands of the Temepara Rangi this sets far above others matching the peak of Maunga Pouri. This temple overlooks all islands and the sky temple and where the Guardians perform their protective, or so we think, rituals of the islands. This is one of the oldest temples the island has, rarely touched by the latest architecture trends, unlike the rest of the islands.

Photo 1920x1080 2021-08-12 12-14-15

(Guardian Temple)



Minor Locations

-Cities of Maunga Pouri

The larger island although mostly steep mountains have several intertwined colonies along the inner mountain side and inside the mountains. The technology of these untouched civilizations has grown to not need many trails, but many old ones exist and are used for casual walks. The architecture of these colonies is very eclectic, but all the same volcanic rock texture. Ornate detail in would be ruins have been preserved and modified over the years. You can see what would look like modern geometric shapes at their foundation turn into detailed beautiful roman like sculptures modified at the heads or hands to hold up levitating structures. This goes for most of the cities on the inside of the island.

-Colonies of Atarangi

The flatter darker lands of Atarangi are much more simple than the Cities of Maunga Pouri. Although the land is mostly dark from the shadows of the larger island, this is where a lot of the agriculture happens. The flatter lands allow for more crops to be made than those on the hill side. Here you will find closer to the "small town" life as people are more concerned about providing for the rest of the island. A solution for the lack of sun has caused large biodome like structures to be built to allow for year long harvest.

-The Jungles of Maunda Pouri

The outside of the island remains to look like just a normal mountain, maybe a few holes for lookouts watching the seas. The beaches have older remains of civilizations abandoned over the years as people made their way inland for survival. The outside jungles before the mountain can be dangerous and heavily trapped for warn off people coming to the islands uninvited. Minor villages still exist, not as extravagant as the cities, but with the same technology. These smaller villages are built in the trees of the jungles. Patrols are set to watch in case of shipwrecks and to help those lost at sea. If they do not see people as a threat they can help navigate to the larger cities without harm.

Notable History

  •  −31,000 DR The Tearfall - Ao sundered the world into two worlds: Abeir and Toril

  • −21,000 DR Rangi Pouri is created by AO to shift between Abeir and Toril as a portal between worlds Populated by High Elves, Fire Genasi and Water Genasi.

  • - 19,058 DR to -19,030 DR War of the Genasi (local event) A civil war between the water and fire Genasi over controlling the land's growth. This was a 20+ year war that ended in 2 major islands forming  and a vast sea of mist between the islands.

  • −17,600 DR The Sundering - a High Magic ritual cast by the greatest elven high mages of the Tel-quessir during the period of the First Flowering.

  • -16,000 DR to -15,900 DR Establishment of the Protectors (local event) This 100 year war was between the High Elves and Genasi. After their civil war had died down and the islands formed the High Elves tried to take control of the lands. This resulted in the establishment of the Sky Temple, a hidden temple in the mist between the islands where the  Protectors established a base to look over the lands.

  • −9000 DR to −3000 DR The Founding Time - The period when the humanoid civilizations began to rise, in a time when the many dragons and giants were long overthrown, and the elf wars no longer loomed over everyone as a threat. 

  • -7000 DR to -6500DR The Dragonborn Assimilation (local event)  A group of Dragonborn discover the islands. During this time there was yet another war know as CW3  (Civil War 3) a 500 year war where the Dragonborn had to fight to become apart of the society. After a resolution to the war they grew to be major protectors of the secret civilization.

  • −3500 DR to −1000 DR The Tampering of Cycles (local event) - This is the period where Guardians of the Land discover the cycles between rifts are becoming irregular through this time the rifts gradually grow faster.

  • −3000 DR to 1358 DR Age of Humanity - This period began with the decline of the elven and dwarven empires and the flourishing and expansion of the human empires around the world.

  • −1000 DR to 1358 DR Time of Disavowment (local event) - The Rift cycles are completely unstable speeding up to a point where it's unclear when exactly Rangi Pouri will be either on Abeir or Toril and sometimes both at the same time. Ao ignores the rifts assuming it won’t matter, since it is a hidden civilization that seldom leaves to the outside world.

  • 1358 DR The Time of Troubles. The Time of Troubles was a period during which the deities of Faerûn were forced to walk the earth in their mortal avatar forms

Characters

The Nga Kaitiaki o te Whenua

Nga Kaitiaki o te Whenua (Guardians of the Land) are the current leaders of The Sky Temple. They have dedicated their lives to protecting the existence of Rangi Pouri. Knowledge of the magic protecting the islands and connection to AO have been passed down through generations. They represent order, peace, protection, and stability for the lands.

Dantean Moltre screenshot

- Dantean Moltre

The serious leader of the islands fire genasi. Dantean comes from a long line of fire genasi that originally lived close to the now dormant volcano that the islands were formed from. His ancestors would eventually cause the volcano to stay at bay. When he was a teen he lost his father/mentor to was recorded as an accident to protecting the volcano, but he has always knew it was more than just an accident. Dantean has dedicated his life to the history of this land and is the Guardian or Order. He knows there are works against the best intentions of the island, and often can be overly guarded.

Iccad Saciar screenshot (2)

-Iccad Saciar

The whimsical dragonborn leader that controls the sky. Descendant from great dragons that used to roam the skies protecting the islands with their wild magic. Before the time of the Dragonborn Assimilation, 4 Dragons used to protect the island. These 4 allowed the migration of Dragonborn to enter the islands and taught them the ways of controlling the skies as the ancients were nearing the end of their life. Iccad knows the secrets the skies carry and is the Guardian of Protection. He is often seen using a cane to guide his way. At a young age his sight faded but his magic and senses grew to where he uses echoes of his surroundings to know where things are. All it can take is a small drop of a pebble or flap of a fly's wings and he could sense exactly where things were.

Makiraji Morcant screenshot (1)

-Makiraji Morcant

The stern leader and highest of elves of the land, and specifically an Avariel. She is one of the oldest current Guardians at 500. She is the Guardian of Stability, as her ancestors were the architects of the sky temple and many of the major cities on Rangi Pouri and established the locations of major crops and resources that kept the islands flourishing. This storyline takes place on a celebration of her life at 500 years a festival that will be interrupted by this new event/attack on the islands.

Noelani Azure screenshot

-Noelani Azure

The cheerful leader of the water genasi. She descends from the island's original water genasi tribe that fought the volcano to keep the lands growing peacefully. Although Makiraji's fmaily may have build the temples and cities, Noelani's along with Dantean's ancestors built the land. They were the original architects of the crescent islands surrounding the low lands. Noelani is the Guardian of Peace. She has taken a vow of silence but communicates through sign language and telepathy. She if often seen as a mother nature of sorts, surrounded by animals.

Society on Rangi Pouri

Guards/Patrol

Although Rangi Pouri is a closed off civilization there is still a large Guard presents, but not in the same way most civilizations have them. Although they are trained to help fight any major attacks on the islands. The Guards of Rangi Pouri, under Dantean's control, are the caregivers of the island. You will see them not only protecting the people of the islands, but they will be seen doing some odd jobs and just over all helping where they can on the island. They are widely respected through out the land as peace keepers by example. They not only will help you find your way they'll offer to carry some of your heavier wears. The Guards are a mix of all races of the island. The amount of guards varies per town, city, or village, some of their jobs may be patrolling the beaches and mountains looking out for ships/shipwrecks, some may stay in the cities walking the streets, and some may be at major buildings standing guard.

Laborers

The Laborers of the island are the farmers, builders, community developers. Jobs in the labor section of this society will work on farms, on construction in the city, or helping  over all infrastructure of the cities, and are under the command of Noelani, whom has made it very clear that the land itself, although altered should still be able to care for the creatures. Most of these decisions have caused the cities to be very much one with the land they are in. Wildlife is often seen and taken care of around the city, and the roads although clear to walk are still apart of the wildlife. They're experts at bending the land to their will without harming it. Laborers are seen as the foundation that keeps the community together, and encourage everyone to take pride in their land.

Entertainers

Although they may be closed off from the rest of Toril, this culture has a wide variety of entertainment on the island. There are dancers, singers, and a variety of artists that tell the stories of the past. The entertainers of this land are also scholars of the history of the land. Folk tales and documented accounts of major events in history are often celebrated in a large festivals celebrating their victories and also the lives of those that have passed. The entertainers keep up the spirits of the islands. Some well known entertainers are actually people that have been thought to be lost to sea, but washed up on the shore after being caught in the storm and created a new life for themselves telling their tails and adventures of others.

Healers

Medicine and Healing has come a long way on the islands that make up Rangi Pouri it consists of herbal and magical healing. Every town has at least 1 major healer and several students, but due to the benefits of over all life on the island the healers can be some of the oldest in the village.

Commoners

Not everyone has a major job or role, many of the islanders live their daily lives without having to work. The majority of society in Rangi Pouri are peaceful people that support the workers and enjoy the entertainment provided by the entertainers. They treat anyone that has a job or role with up most respect. In this society it's much different than most, most of the commoners on the island have no major worries from their day to day life. (until now)

Session 1 (settling into the campaign)

So some things to think about when you're going into your world is where to start. Now if you have your own ideas, locations, etc great. This part is for those needing a little help on where to start out to get to Rangi Pouri. These like the rest of this entry are suggestions based off of my campaign. Be sure to check in now and then to see future Session Notes and the lore develop more.

Port Nyanzaru 1358 DR established shot

For My session 1 I have decided that all characters will be starting out on the docks of Port Nyanzaru in 1358 DR. (Population was 9,375 in 1372 DR, so I'm saying this was right before a migration to it with a smaller population) This is different than what is in the wiki, a hundred or so years before it is what it has become now. So in this case I'm saying it's a small but promising port, before it's major boom in royalty. It's a modest town only on the small island the ports are located on  compared to how large the city is in (map below)

Port Nyanzaru 1358 DR

Instead of a small city, this is when it was a Small town just about to hit its boom. Port Nyanzaru is a booming port, just starting to offer large sums of riches to venture off to jungles of Maztica for lost treasures. Zindar the Harbormaster (a half-dragon sorcerer) has called adventures for some of the first trips out as he is noticing a change in the weather on a direct path to Maztica.  Your adventurers will stumble upon several ships setting out to the island on a first major voyage. My suggestion is that the ship your adventurers go on is one of the smaller ships lead by (to be named) Captain, who is a bit over confident that his smaller ship could be the first to the islands taking a slightly more dangerous route. How your adventurers formed a group is up to their backstory, or maybe this is adding onto your campaign and they have been traveling together for a while. While they set off to sea there is a storm that seems to calm down, maybe a little too calm for a few days. Until finally one night the storm starts again almost out of nowhere.



1st Roll for Initiative

A large rune like cloud forms above the ship and a powerful storm starts tearing apart the ship. This is the first Roll for Initiative of this campaign. Here your characters will decide the fait of their gear (not to worry it can end up on the island too) Each roll your adventurers will need to decide if they are trying to get gear.

  • This will be 5 rounds of rolls of 1d6.

  • 1&2 will knock them prone and automatically take 2d4 damage from the storm

  • 3&4 will allow them to move and they will need to roll 1d4 for damage

  • 5&6 will allow them to move and get some gear and take no damage

  • After the 5 rounds 4 large tentacles will rise from the sea crashing down onto the ship.

As the ship crashes you sink into the sea, large tentacles sink down below you and you hear a voice. "Not now, I have plans for you. You have so much more to offer." You black out into the darkness of the sea and awake to the warmth of the sun, on a beach.

If your adventurers decided to not go after any gear, not to fear they can still find some washed up on shore. After the ship is destroyed all members will need to roll 1d6 for damage from the wreck and a Survival roll. [Before session 1 The DM is to roll 1d4 to check which shipwreck spot the adventurers have landed on (see large color map).] Do not worry, the plan is not to kill your adventurers for this encounter but if someone does roll low on all rolls you COULD have them do death saving throws when they wake up on the beach, and see if anyone is willing to help each other. If your adventurers rolled really well, they will wash up on the beach recalling the event but it still be a little fuzzy as they wash up on a piece of the ship with their gear. If they rolled in the middle they will wash up prone on the beach.

You can choose to leave off there for session 1 if you choose.

  • Some additional ideas are that all gear was washed up on shore but some damaged, some stolen and footprints into a cave or jungle. You can choose for your adventurers to be soul survivors, or maybe a few others did and run off. This is where it's open for you to add your choices.

Use the main color map for ideas on where they could go from there, and have fun on Rangi Pouri!

Wreckage

Sounds of the World

Original songs by Daniel open for use in campaigns (links go to youtube)

Theme - by lessdanthree

Jungle Battle 1 - by lessdanthree

Dangers of the World

To this point it may seem as though Rangi Pouri is mostly in peace but what may seem perfect is far from it. A civilization lost from the rest of the world, has not always been at peace. Civil Wars and conflicts as well as groups of outcasts have long been apart of the islands as well. Creatures thought to be extinct in the sea, land and air also live here.

Creatures

Due to the vast types of terrains on these islands Rangi Pouri have numerous types of creatures, some even to be extinct elsewhere. (THIS WILL UPDATE AS ENCOUNTERS HAPPEN)

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