Hey everyone, today I’m going to tell you about my new campaign, set in Iomandra, Chris Perkins’ amazing D&D campaign setting. If you’re anything like me, you’re always on the hunt for fresh inspiration, and when I stumbled onto Iomandra’s lore, it hooked me like a sailor to a sea shanty. So, grab your d20s and a cup of something warm—let me share how this world of dragon empires, ocean adventures, and deadly intrigue captured my gaming table.
What is Iomandra?
For the uninitiated, Iomandra is a world dominated by oceans, scattered islands, and the shadow of the Dragovar Dynasty, a dragonborn empire. Chris Perkins built the setting for his own home game, and it’s a treasure trove of ideas if you’re into high-seas adventures and political intrigue with a splash of dragonfire. The Dragovar enforce their rule over the seas, pirates clash with imperial navies, and ancient ruins filled with danger lie beneath the waves.
It’s also a great excuse to make your players fight sea monsters. Who doesn’t love a good kraken encounter?

Why I Chose Iomandra
Here’s the thing: I’m a sucker for settings with strong themes. Iomandra isn’t your standard high-fantasy world—it feels alive with its subtropical climates, volcanic islands, and dragon overlords. There’s a clear tone of exploration, survival, and moral ambiguity. Plus, let’s be honest, I’ve always wanted to run a game where my players are forced to deal with kobolds and green dragons as actual threats instead of joke monsters.
But it’s not just about the cool setting. Iomandra is packed with story hooks. When I saw the lore about Kheth, an island ruled by a green dragon that demands tribute, I immediately thought, “How will my players deal with this?” (Spoiler: not well.)
Oh, and we also felt like launching a new campaign to coincide with the new 5e 2024 books… but more on that in another post.

The Iomandra World Map
How I Prepped for My Game
Prepping for a new campaign can feel overwhelming, but here’s a few tips:
1. Start Small: I focused on Kheth, an island with a single town (Tyrak’n) and a handful of notable NPCs. It gave me a manageable scope while still feeling like part of a larger world.
2. Use the Lore for Inspiration, Not a Straightjacket: I love how Chris Perkins runs his games, but I’m not him. I took liberties with the lore, tweaking NPC motivations and adding my own twists.
3. Thematic Encounters Are Key: I leaned into the island’s tropical vibe. My players fought stirges in the rainforest, discovered strange footprints on the beach (foreshadowing a giant), and dealt with orcs from a nearby island sneaking through Kheth.
I started the campaign by tying the PCs directly to the island. Their first task? Collecting a rare plant from the rainforest, one that the green dragon Kheth favors as part of the monthly tribute. It was a low-stakes mission designed to let the players kick the tires on their new characters, try out their abilities, and explore the island’s environment.
The session featured some classic encounters: ettercaps, stirges, and a treacherous climb to reach the plant. It was a fun way to set the tone and introduce Kheth’s dangers. By the time they returned to Tyrak’n, the players were comfortable with their characters and ready for some intrigue.
When the PCs returned to Tyrak’n, they witnessed a Dragovar warship arrive—a rare and intimidating sight for the small town. The ship’s crew announced they were there to take Johias Ilum, the town drunk, into custody on charges of espionage. This revelation threw the town into turmoil and left the players with tough choices about whether to get involved.
To make matters more interesting, two mysterious passengers disembarked from the warship. These individuals immediately took an interest in two of the PCs, a direct tie to the setting-specific backstories Chris Perkins provided. This moment sparked player curiosity and laid the groundwork for deeper connections to the Dragovar’s machinations.
What Worked
Player Buy-In: The setting’s unique vibe got my players engaged immediately. They loved the idea of dealing with a dragon overlord instead of the usual medieval lord.
Bite-Sized Worldbuilding: By focusing on Kheth instead of the entire Dragovar Empire, I kept things manageable for myself and easy for the players to digest.
Dynamic NPCs: The colorful residents of Tyrak’n—like Lucious Vezetus, the tiefling tavern owner, and Jegger Trout, the halfling captain of the guard—gave the players plenty of hooks to latch onto.
Backstory Integration: Using Perkins’ detailed character backgrounds helped tie the PCs to the setting in meaningful ways, making their interactions with the world feel personal.
Iomandra is a fantastic setting, and running it has been a blast. It’s got everything: dragons, pirates, political intrigue, and enough open space to make it your own. If you’re looking for a world that feels different from your typical D&D fare, I can’t recommend it enough.
You can find a fan-made PDF of the setting here.
Have you run Iomandra or a similar ocean-themed campaign? Drop a comment below or hit me up on Twitter. I’d love to hear about your experiences.




Dave Clark
December 17, 2024
Excellent advice all around!