The Eye of Ezili: Recent Episodes

Trever Shirin

The Eye of Ezili is a D&D Podcast from Trever Shirin Ltd. Based in a homebrew world and using Dungeons and Dragons 5e, a group of adventurers seeks to understand a strange new phenomenon, a changing world, and secrets within secrets. Join every two weeks for session notes and lore episodes.

Want to start your own podcast for your adventuring party? Go to trevershirin.com/contact to reach out.

View Details

The Party meets with the Order of Dragon on Cella-Five then returns to Ezili and fights a Rona on the Undermountain to cast off the core.

View Details

The speech of Ezekiel to the people of Ezili.

View Details

Lysander recounts his efforts during the three-month "downtime" preparing for the final battle for Ezili and Cella-Five.

View Details

Oriana recounts her efforts during the three-month "downtime" preparing for the final battle for Ezili and Cella-Five.

View Details

Ezekiel recounts his efforts during the three-month "downtime" preparing for the final battle for Ezili and Cella-Five.

View Details

Gabit recounts his efforts during the three-month "downtime" preparing for the final battle for Ezili and Cella-Five.

View Details

Oriana reports how the party, without adjusting goals, teleported themselves to Cella-Five, where they seem to have been caught up in more of the same as they have been but making no progress toward their goals. Perhaps they are even making the problem worse.

View Details

The party spends three days in Aaraseid, delivering a mountain of gold for Franklin's Freights and freeing an immortal assassin named Adino who agrees to kill the Santo Padre for the party.

View Details

Guest DM Caleb Shirin.

View Details

A multi-planer business empire delivering what you want tomorrow... yesterday.

View Details

Alternatively titled: We were down a person, so I killed myself.

A Gabbit recalls the journey from The Sisters to Aaraseid.

View Details

Ezekiel and Ryland recall the party's adventures in the Labyrinth beneath the Elder Sister, the encounter with the Leviathan resulting in Ryland's departure, and the formation of a new multi-planar business endeavor with a goblin named Franklin from Mopitou.

View Details

As the party enters the Labyrinth on the Elder Sister, they traverse 50ft, fighting grungs, encountering Sa Mudborn and Cwenhild (the Avatar of Azazel). 

View Details

Because Jazz is chaos.

View Details

The party finds themselves stuck in a bubble of wild magic; as they begin to work out their escape, they find that they are stuck in this bubble with Sa Mudborne, the ancient hag Oriana has been tasked with killing.

View Details

The Cinitit lands at the Elder in pursuit of a dragon's egg and the blessing of the Motherhood.

View Details

The Voice of the Leviathan has come to Ryland, beckoning him to some unknown task.

View Details

Helen DeCease purchases submarines.

View Details

Ezekiel becomes the Shepherd of a cult who call themselves the Round Earthers; believing that Ezili is but a piece of a larger planet somewhere in space.

View Details

The Voice of the Leviathan has come to Ryland, beckoning him to some unknown task.

View Details

Submarines are first used in Endymion.

View Details

Sanctions on Mopitou for creating weapons of war.

View Details

The party fights the crew of the St. Gygax on their way to the gardens of the great sea turtle.

View Details

The Voice of the Leviathan has come to Ryland, beckoning him to some unknown task.

View Details

The Voice of the Leviathan has come to Ryland, beckoning him to some unknown task.

View Details

Is-Heysta statement against Aaraseid.

View Details

A clip collected from session where the party decides their next course of action is to speak with the Dragon Turtle and go to the party at Saloons.

View Details

The spirit of the great dragon was awakened by Penelope, and appears to speak to Lysander.

View Details

The Voice of the Leviathan has come to Ryland, beckoning him to some unknown task.

View Details

The Voice of the Leviathan has come to Ryland, beckoning him to some unknown task.

View Details

Ryland (Mark Adams-Erickson) gives his lecture at the Bard's College on rage.

View Details

The entire party describes their adventures at the Bard's College and the discoveries about the world they are making with the scholars' assistance.

View Details

Hanlan supports Judication in the new war with Aaraseid.

View Details

War on Ezili in the midst of new light.

View Details

Ezekiel Overdune (Ryan Lasley) somewhat accurately describes the events leading the party to the Bard's College in Hanlan.

View Details

we ride the sand sea

riding to death

blood and oil burn

at the sound of our approaching

hide, hide, weaklings

we ride, we ride

like a sandstorm to you

View Details

Oriana (Kaitlynn Gowing) recounts the events of how the party traveled to the edge of the world to find the ship involved in the Great Maritime Disaster.

View Details

Kelly (Caleb Shirin) recounts the events of a mushroom invasion on the ship.

View Details

Intercepted report from the Stormhammer Corporation as the party shops in Mopitou.

View Details

Unit 1TAM, also known as Cognitio, (Daniel Gowing) recalls the events of the session traveling from the island of the Mudswamps to Mopitou.

View Details

Habe (Noah) a guest on the campaign, recalls the tale of the party's encounter with the Mudswamp Coven.

View Details

Mark Adams-Erickson (Ryland) recalls the party's trip to Meesha Nabada on their way from Elluitide to Mopitou.

Another notable element of this session is the election of Adam Smith (Gabit) as Captain.

View Details

Kaitlynn Gowing (Oriana) recalls the events of the first official session of this campaign.

View Details

The woman from the deep, shepherd of sheep, chef of the ship, the party's healer, and caretaker Irulan Overdune.

View Details

The mysterious starbolin with origins unknown, the party's artificer Unit 1TAM.

View Details

The eccentric bird herder, a grizzled halfling with an attitude and distance from reality, the party's ranger Ezekiel Overdune.

View Details

A bunny, the party's paladin, Gabit Weasric Fluffscuttle.

View Details

Daughter of Stars with eyes that could perceive the shifting of the wind, the party's Druid Oriana Meteor-Shower.

View Details

The Skald, the Voix De La Vie, the party's Bardbarian, the one and only Ryland Mebrarnur.

View Details

Adam Smith (Gabit) recalls the events of session zero.

View Details

The city of Elluitied, central city of Enymion, capital of Culture for all of Ezili.

Streets paved with stone and steel, buildings rising to incredible hights, the talles of which is called Heaven’s Tower. The merchant street stretches for miles, filled with diverse shops. The church of the Figure Head has its main cathedral at the heart of Elluitied, a massive place of worship to the Henlan deity. To the south of the city center lies the largest Oswaldian Factory of Starbolins, clockwork shipmates and servants that serve on nearly every ship on Ezili.

View Details

The Church of the Figure Head is the primary religion of Henlan, worshiping the ancient being who appeared in the early histories of Ezili as a mermaid with hair of fire, eyes that steamed from their sockets, a tail of iron and bronze, and a voice that, according to history and scripture, compelled all who heard it to the will of the Figure Head.

Worship to the Figure Head can be done in many ways, almost always towards nautical ends such as carpentry, map making, and, of course, sailing. Ships who fly the Figure Head flag brag proudly of a Father Captain, given power from the church to perform spiritual ceremonies upon their ships on long journeys and to convert heathen pirates. Ships dedicated to the church often bear a stylized version of the figure head to represent their ship’s spirit, such as the Figure Head wielding two swords to represent a war vessel, or the Figure Head with one exposed breast to represent an aid vessel.

Women are seen as lesser in the Church of the Figure Head, and for a long time were not allowed to hold a position on a ship, required to stay around a church and bear children. This changed when Santo Padre Marin ordained the first Madre Capitain to explore Aaraseid in 240 AN.

The church is lead by the Santo Padre, a position given only to a Padre Capitain who has led more than ten ships, and who has served the church faithfully. The Santo Padre chooses a successor before they die, and is required to make a will and testament with their choice upon induction, which they are required to update frequently. Currently, the church leader is Santo Padre Jaime Elegido.

The church believes first in foremost that there is a holy mandate on all in Ezili to take to the sea. They believe that they were created from the womb of the Figure Head, who’s holy name is Marfigura. The church does not advocate for any particular form of voyage, neither encouraging or discouraging piracy. Their only priority is the worship of the sea and the Figure Head through nautical endeavors, empowering engineers to create new forms of travel through the sea, sharing tales of creatures and adventures on the ocean, and pursuing religious ceremonies on the ocean itself. Many have criticized the church for being a-moralistic and “watered down” in the past three hundred years. This is particularly due to “The Great Meritime Disaster” where a ship, bearing the original documents of the Church was lost on its way from Hanlan to Honoris Pretorium, this loss had a great impact on the church, causing conflict between itself and the Royal Family, who they accused of stealing the documents. Much of the ancient doctrine, particularly the canon of the church, was lost.

View Details

Oswald Stormhammer, the dwarven leader of industry, is known by all Ezilian’s by his handiwork in creating and making accessible the Starbolin technology that has revolutionized Ezili in the past half-century. Starbolins are skeletal clockwork servants, given the smallest spark of life, and trained for various tasks to serve the Ezilian people. Though most do not speak, some are designed as Diplomatic Starbolins, given speech boxes which can, beyond giving voice to the machine, also play recordings from vinyl disks. Within each Starbolin can be seen intricate workings of gears and wires, moving in an elaborate and unceasing dance within the reinforced glass shell-shaped as androgynous humans.

View Details

The Bard’s Guild is dedicated to the creation of art and recording of history. They are led by the Porteurs and Voixs who hold the bardic traditions and teach them through apprenticeships or through teaching at the Bard’s College which is located North of Paradise in Hanlan.

1. Porteur De Savior Legendaire

a. This rank is reserved for only the greatest of bards; those who have changed the course of history, become household names, and proven finesse in their ability to influence the tides of change. These individuals often gain the rank posthumous, though there are a few who have chosen to lead the Bard’s Collegenorth of Paradise, and lead the Guild. There are currently three Porteur De Savior Legendaire’s in Ezili, two of whom lead the College: Myrddin Wylt (a Fibolg male late in his life who is fat and extravagantly bearded), and Thorne Findias (a halfling male who lost his legs in a great battle at sea). The third of this rank is Idonea, a Kalashtar in her early thirties who wrote “The Song of Ezili”, she is a roguish bard, who prefers the freedom to create and accepted the title begrudgingly. Idonea spends much time at Ogrid’s in Booty Lagoon, but enjoys traveling and frequently “disappears” in the world.

2. Voix De La Vie

a. Individuals of this rank are those who have some political influence, or have changed the way the world views bards, or created a masterpiece. This is a rank that comes with great honor, as well as patronage (of varying degrees) from the Guild. Voix De La Vie are required to teach once a year at the Bard’s College and highly encouraged to spend their lives in pursuit of art, or in refining an apprentice in their craft. These individuals have forgone the pins of lesser bards and instead bear a stylized tattoo of their craft in the gold ink of the guild, which can only be given at the college.

3. Chanteur Du Monde

a. These individuals trade in their Note Pin for a medallion of their craft, whether that is writing, singing, or a musical instrument. These individuals are given deference by Composers, and are regularly permitted in legal settings or meetings of high officials. A requirement of this rank is to have one Patron, who can be anyone.

4. Composer

a. The most common type of bard. Entry into the Bard’s Guild grants the individual a pin the shape of a musical note, which it honored by most taverns as a right to perform. Those of this rank to do not get compensation directly from the Guild, but are given permission and support in finding patrons.

View Details

The Reyna Island that is furthest East, near the center of Ezili, which was founded by The Secondary Twenty-Four in 702 AN. The Bini call their island Meesha Nabada, meaning Place of Peace and have dedicated their lives to pursuing peace and balance in the world of Ezili. Their origins are founded in Judications first and second World Compacts. The first Compact created The Council of Twelve, which was one primary official from each of the six nations (named the Tanaasulay - compromised), as well as a second from each nation whose primary role was on the council, holding no official role in their nation of origin (named the Hibayn - dedicated). The Secondary Twenty-Four were three additional officials from each nation who served under the Hibayn. When the Council of Twelve was assassinated in 702, the Secondary Twenty-Four created a new role within the organization, and essentially nationalized the World Compact. This position was titled the Bini’Aadontini, a role that was elected by the Council of Twelve, and Secondary Twenty four, who would hold a position with the Twelve, but was required to be a native Haystan with no official affiliations to the other nations. The Bini’Aadontini releases their birth name, abandoning all connection to their family and embodying the role with monastic zealously.

The Hibayn live on Is-Haysta, working with the Haystan Monks and Nuns to manage economic crises, look out for imbalances, and discuss political moves in the six nations. The Tanaasulay typically stay within their nations, keeping in close communication with their Hibayn. The Secondary Twenty-Four travel everywhere in the world on embassy ships, called Go’ay, holding meetings of open conversation with each nation. Every twelve years the Council of Twelve, the Secondary Twenty-Four and the Nation Leaders meet under the guidance of the Bini’Aadontini to discuss plans for growth, need, and pursue balance within the Second World Compact, now called the Joogto Ah.

View Details

In the far west of Aarseid lies a country that has annexed itself from the rest of the continent it resides upon. The main city of the country is Honor, and notable locations are the Honoris Pretorium, a vast library of legal codes, court minutes, and historical documents. The Courthouse where the Court of Justice resides. The King’s Palace, where the Royal Family lives and holds council over high-profile cases with the Court. The Guiding Light, which was the original home of the Royal Family, a large, beautiful lighthouse that shines over the entire city of Honor and can be seen from miles away at night. Finally, Dishonored, the official prison of Judication, where only the worst of criminals go to be held before execution, interrogation, or for fates worse than execution, based on their crimes.

The Judicators, as they call themselves, are a legal peace-keeping country that maintains order in Ezili. They follow a strict legal code, written by their originating leaders, The Royal Family, which seeks to punish those who prey on the weak and maintain order on the Ocean. They are known for being excessive in their punishment of pirates and overall zealous in their fulfillment of the law. The border Judication shares with Aaraseid is marked by a massive iron wall that stretches for hundreds of miles across the sand dunes of Aaraseid.

The governmental structure of Judication is a Monarchy under the Royal Family, led by King Xao Wellwater II and Queen Anne. Queen Anne is known throughout Ezili for her compassion to victims and fierce defense of the weak. Notably, the Queen was born at sea, by her Huingjan mother, and has acted as a defense for one young, orphaned Honor citizen who stole, a departure from traditional practices.

The Court of Justice is led by Princess Hevera, daughter to the king.

Below the royal family is Admiral Tuton, who leads the Judicator navy in enforcing law and order across Ezili’s ocean.

Given less power than the Admiral, is General Lynn Fahn, who leads the Judicator police force known as the Jurat who has jurisdiction within Judications walls.

View Details

The Reyna Islands are comprised of many different small nations, tribes, and some islands that are uninhabitable. Many of these smaller islands have deferred their connection to the world to the Rukacian’s, who inhabit the westernmost island Mopitau. While maintaining their own cultures and affairs, they maintain a mild Meritocracy, offering some taxes and supplies to Mopitau, in return for protection and trade agreements with the rest of Ezili.

Under the reign of King Kai Booysen, the Rukac offer a variety of services such as ship-trades and sales, weapon construction and installation, as well as ship manufacturing, reconstruction, and storage. They are well known for their craft and their intolerance of conflict on the island. Though they are engaged in foreign affairs, they maintain a position of neutrality with the other five nations, choosing to equip any who can afford their services. Those who have attempted to strong-arm the Rukacian’s, or cheat them have been met with quick ends by the full power of the Reyna Islands.

View Details

The Twin Sisters are, nearly without exception, the most dangerous places on the planet. The two large islands on the far East of Ezili are home to large, active volcanos surrounded by not only hazardous terrain but poisonous fauna and isolated weather patterns as well. The inhabitants of The Sisters are exclusively members of the Sisterhood of Stars, a matriarchal religion founded on the worship of unseen points of light supposedly beyond Ezili’s atmosphere. Members of the Sisterhood are trappers, hunters, and masters of the fighting style known as Nebulae, a mix of guerilla warfare and ninja tactics. Women are called Daughters of the Stars and men are called Sons of Ezili, which alludes to the religion’s view that women are bearers of souls that ascend to the heavens while men are the catalysts of new life and helpers of women. Inhabitants of the Twin Sisters rarely communicate with each other directly and are rarely ever seen by each other, instead of communicating through means of the land itself through the laying of branches, carving of trees, and other signs that are difficult to detect and impossible to interpret without training. Those of the sisterhood seen together are either mating pairs engaged in the 12-month ceremony of procreation, or a mother, father, and child during the traditional training from birth to the age of seven. While the Sisterhood’s numbers are unknown, even the Circle of Mothers, who hold council in the Southern Sister’s Volcanic Crater once every month, Daughters and Sons of Stars are not uncommon in other countries, often trading goods or procuring supplies.

View Details

A country of united warbands under the Grand War Chief Speaks-of-Death, who rules with a bloody and iron fist in the capital of Seidmarch. There are five warbands united in Seidmarch with minor tribes vying for power continuously in the Desolate Wilds. The land is harsh, filled with natural traps, and cursed with continuous natural disasters, mostly dust storms, and earthquakes. Despite the Desolation of Aaraseid, the inhabitants who call themselves Seiden, have developed intricate tools of war, including the Seiden Land Rover which can travel at great speeds across the sand without an animal. Factories produce Daasan and other food rations and provisions of war, including holy relics, which are typically items of significance in a great conflict. Seiden ships are iron-hulled beasts, each bellowing great black smoke which can be seen for miles. The sound of the ship is loud and mechanical, and Seidens use war drums on ships to give direction, which adds to a cacophony of horror to other ships.

While the five tribes hold power in Seidmarch, lesser tribes attempt to gain power in the Desolate Wilds of Aaraseid. Because of this, the five tribes frequently engage in conquest to quell minor Warbands in order to maintain power. Seidens do not care for sailing, choosing instead to implement their land vehicles and mine the precious materials only found in the Desolate Wilds. Since the rise of Judication, the Seidens have developed food rations, known as Daasan, which they are able to produce from creatures in the Wilds and small crops on the shores. This keeps the Seidens in a place of independence while maintaining some power in the world arena, as their natural resources are unique, and Judication lies in an area with only some resources.

The Five Warbands:

· Kharankhuiwho use magical darkness in their raids

· Galyntokwho use fire magic

· Khoron Muu who are known for their viciousness and bloodthirst. This is the Warband of the Grand Chief

· Mori Butsaj, who implement animal companions as a tradition

· Shnokhor, who are rarely ever seen, choosing to disguise themselves as Uepers in other Warbands unless called upon by their Aapra.

Warband Ranks:

1. Aapra

a. Chief, leader, and necessarily strongest of the Warband. This individual has always been proven in battle, and frequently the possessor of several Ariun Dursgal (Holy Relics).

2. Axmae

a. A dedicated rank is given only to the Chief’s partner, they hold power only a little lesser than the Aapra, and take over as Aapra until challenged to combat, after which they die or are made Aapra themselves, taking a new partner as Axmea (frequently the partner of the one who challenged them).

3. Aecneru

a. The firstborn of the Aapra and Axmea, this position is frequently held in title only by the child, and fulfilled through an appointed member of the band by the Axmae until the child has proven themselves in battle.

4. Yanpaaru

a. This position is reserved for those skilled in war, able to devise plans and strategies with ease. These are often individuals with a long history of battle.

5. Ueper

a. A position of honor in a Warband that means they have proven themselves in war, and have given allegiance to an Aapra, as well as adopted into a Warband. Anyone without the rank of Ueper is either not Seiden, or too young to have proven themselves in battle.

View Details

Hanlan, the northern continent is a unified country under the ruler named Brek-a-Lak Han XXV, who presides in the capital city Halendel. Halendel is an urban metropolis with thriving steam factories, theaters, and markets where anything to be found on Ezili’s can be found. Hanlan’s main port is Port Romance, just North of Endymion’s Port Holiday. Hanlan is lush across its countryside, filled with farms, rich forest, and jungles, flourishing garden palaces both ancient and modern. Hanlan ships are known for their vibrant sails, and vibrant hulls, using the varied colored wood available in the country.

Notably, Hanlan is the nation that houses Paradise, an elitist resort city centered on the Paradise Pool, which has healing powers. Most Ezilian’s dream of going to Paradise at least once in their lives. Hanlan is also the nation in which Bard’s College can be found, a place dedicated to beauty, history, and creation.

Hanlan is a pure Monarchy under the Han family, with classic knights, squires, peasants, and political structures in alignment with the Monarchy.

View Details

Welcome to Ezili, a disk-like planet hurtling through space leaving behind a trail of waterfalls turning to ice. Ezili is mostly water which perpetually falls from the edges of the world into space, freezing as it leaves the heat of Ezili’s sun-like underside. Just as the planet itself sails towards the unknown, its inhabitants have formed around their ability to traverse Ezili’s ocean using ships an diverse as the inhabitants themselves. Due to its self-providing heat from the underside of the disk, Ezili is always warm and tropical, its ocean never cold, the light from the underside of the dark fills the low-lying atmosphere of Ezilian’s face with a dark red and orange light never fades. Cold and dark are equal strangers to this planet, sought after by the inhabitants in their religions and industry.

Upon Ezili’s face lie three large continents: to the North, Hanlan, to the South Aaraseid continuously at war with each other. Between them, near Ezili’s center, lies the neutral continent of Endymion. In the East are the large islands Ezilian’s call “The Sisters”, treacherous lands filled with terrible beasts and unforgiving fauna. In the West are the Reyna Islands, hundreds of barely disconnected Islands, most inhabited, many the home of clans dating back to Ezili’s earliest histories. On the East side of Aaraseid lies an inlet, filled with the deadly island known as the Eye of Aaraseid, surrounded by incredibly strong currents leading unwary vessels to the Wishing Well, an enormous whirlpool that seems to go through Ezili’s disk.

Days in Ezili last 10-hours, with no night, as the light never changes.

Each Month is 20 days, and each year has 10 months.

There are no seasons is Ezili, other than storms that occur in the first three months of the year, this time is known as the Cleansing Months.

  1. Cyntaf (The First Cleansing Month)

  2. Ail (The Second Cleansing Month)

  3. Tryd (The Third Cleansing Month)

  4. Pedwer

  5. Pumyd

  6. Chwech

  7. Wythfed

  8. Degfed

  9. Naw

  10. Seithfed

View Details

The official sea shanty of the Ezili Campaign