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[[Category:Campaign Setup]]
 
[[Category:Campaign Setup]]
 
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=Campaign Setup=
=The Motley Crew: Campaign Background=
 
 
 
Welcome to Cinnibar and Odd Arbage, a Provincial rivermouth town and Village port, respectively.
 
They are located at the end of the world in a Dark age. You are the crew of the ''Motley'' a ship of indeterminate size but enough heart for bold adventures in an age of Bronze and Iron.
 
 
 
==Campaign Setup==
 
  
 
This is the wiki page for the campaign setting of The Motley Crew, an odd band cast into dangerous times at the end of the world.
 
This is the wiki page for the campaign setting of The Motley Crew, an odd band cast into dangerous times at the end of the world.
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The people of your home areas are civilized and live as part of a larger Empire. However, your local area has seen three empires in the last 200 years and is still here.
 
The people of your home areas are civilized and live as part of a larger Empire. However, your local area has seen three empires in the last 200 years and is still here.
  
=Characters and Players=
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==The Motley Crew: Campaign Background==
  
'''[[Ineya]]'''  Boat people girl. Played by Jarulf
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Welcome to Illis and Odd Arbage, a Provincial rivermouth town and Village port, respectively.
 
+
They are located at the end of the world in a Dark age. You are the crew of the ''Motley'' a ship of indeterminate size but enough heart for bold adventures in an age of Bronze and Iron.
'''[[Sithalkes, son of Teres]]''' A Warrior from the high valleys of the Lees, [[played by Asen_G]]
 
 
 
'''[[Logan the seaborne]]''' A man with no past, played by t@nya.
 
 
 
'''[[Malie Hinapouri]]''' 'Shark in the dark of the moon'. A spirit Warrior from the Islands==, played by Bulya.
 
 
 
*Chalkine
 
*Max
 
 
 
'''Character creation'''
 
 
 
*[[Creating base characters]]
 
*[[Master skill List]]
 
*[[Motley Crew Character Sheet]]
 
 
 
=Equipment=
 
 
 
 
 
 
 
We are using [[Price Lists]]from Griffin Island.
 
 
 
for a more expanded list, use [http://www.dimacleod.co.uk/rpg/rq.htm],
 
Duncan Ianin MacLeod's excellent website. If prices clash, go with griffin mountain.
 
 
 
 
 
==Starting Gear==
 
 
 
Assuming an average level of wealth
 
 
 
*100silver +200silver in goods
 
*An average outfitting of weapons and non metal armour.
 
*If your profession pushed you higher up the social scale, this increases.
 
 
 
For instance, Bulya's character was a spirit-warrior of the Shark, so will have access to to metal armour.
 
 
 
*Anyone can voluntarily up their social standing pre-game, as long as you can justify it. A crafter might have a small workshop in Odd...or be the head of a coral/pearl/shell trading empire and be living in one of the big houses near the citadel.
 
 
 
Once you've set your status, though, you will need to support it. Being poor has its advantages for adventurers.
 
 
 
=Setting =
 
 
 
==Languages==
 
 
 
*There is a '''trade Argot''' , though it doesnt rise above 50% + mod.
 
 
 
*The base language for motley would be '''Gott''', with a lot of people speaking the '''elder tongue'''.
 
 
 
*'''Low and high Gault''' are the languages of the Empire - Low Gault and Gott are related (half chance to understand the other)
 
 
 
*'''Islander''' is totally unrelated to any other language nearby.
 
 
 
==The Shallow Seas Ocean Daughter==
 
 
 
The Mother Ocean has many daughters and they are the seas of the world. In the shallow seas they call her daughter The Rainbow Daughter. She is the mother of all the corals and creatures that call the place home.
 
 
 
There are many spirits within her realm, but they define themselves by their relationship to her. Deep ocean has other spirits. Islands each have a spirit and the people who llive there need to acknowledge them.
 
 
 
Rainbow Daughter has two lovers - the sun and the clouds. When she is with one, the other rages. Her many children are the animals and humans that live on or in her.  
 
  
==History==
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===History===
  
 
'''The Grand and Terrible Age'''
 
'''The Grand and Terrible Age'''
 
 
When the [[Grand and High Powers]] finally fell to arrogance and insane magics in the Great Age, they took much of the Light out of the world.
 
When the [[Grand and High Powers]] finally fell to arrogance and insane magics in the Great Age, they took much of the Light out of the world.
 
*Whole peoples, lands, spirits and divine beings became pieces and pawns in their elaborate, ritual wars and amusements.  
 
*Whole peoples, lands, spirits and divine beings became pieces and pawns in their elaborate, ritual wars and amusements.  
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'''History begins'''
 
'''History begins'''
 
 
Things that were not part of the Powers survived the Moons Burn if they were not touched by the great burning light directly. This included people. Most of the survivors were servants of the Powers, their pets or slaves, unwitting or otherwise. With all the great wonders and everyday magics of the Powers gone, most peoples fell to barbarism or reverted to more primitive lifestyles. Here and there, cities or estates held on to enough knowledge and civilisation to use metals and mills and keep some of the old skills alive.
 
Things that were not part of the Powers survived the Moons Burn if they were not touched by the great burning light directly. This included people. Most of the survivors were servants of the Powers, their pets or slaves, unwitting or otherwise. With all the great wonders and everyday magics of the Powers gone, most peoples fell to barbarism or reverted to more primitive lifestyles. Here and there, cities or estates held on to enough knowledge and civilisation to use metals and mills and keep some of the old skills alive.
 
Most of these places, like Motley, have a similar history, holding on to enough of a civilization to weather the Storm and the chaos afterwards.
 
Most of these places, like Motley, have a similar history, holding on to enough of a civilization to weather the Storm and the chaos afterwards.
  
'''Recent history'''
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===Recent history===
 
That was a long time ago as the Sages tell it, in the lives of long dead ancestors. Those who count say it's been 442 solar years.
 
That was a long time ago as the Sages tell it, in the lives of long dead ancestors. Those who count say it's been 442 solar years.
  
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Add the small but steady merchant ship traffic that ventures into Odd Arbage from the Border colonies or Manii to the west, and the place is fairly cosmopolitan for a village of 650 odd.
 
Add the small but steady merchant ship traffic that ventures into Odd Arbage from the Border colonies or Manii to the west, and the place is fairly cosmopolitan for a village of 650 odd.
  
=='''Technology:'''==
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===Current situations.===
 +
These will fill up as people create their characters.
 +
 
 +
=Characters and Players=
 +
 
 +
[[Ineya]] Boat people girl played by Jarulf
 +
 
 +
==A Character Sheet==
 +
 
 +
[[Motley Crew Character Sheet]]
 +
 
 +
==Character Creation==
 +
 
 +
[[Creating base characters]]
 +
 
 +
=Setting =
  
'''No Stirrups, no shipboard weapons.'''
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=Base=
  
'''Mature Bronze Age (Early Iron)'''.
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==Technology:==
 +
Mature Bronze Age (Early Iron).
  
 
The civilized nations of Land Ends (and a few less civil) have built themselves around Bronze. Both Tin and Copper can be found locally and traded for fairly easily.
 
The civilized nations of Land Ends (and a few less civil) have built themselves around Bronze. Both Tin and Copper can be found locally and traded for fairly easily.
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Some more primitive cultures don't use metal at all, especially ones isolated from general cultural contact.
 
Some more primitive cultures don't use metal at all, especially ones isolated from general cultural contact.
  
'''Ships'''
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==Magic.==
 
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Classic Runequest III setting, but less common in terms of access and power.
As far as ships go, you are looking at single masted square rigged galleys, smaller lateen rigged coastal traders and single mast fishing boats as your most advanced ships. No wheel and rudder mechanisms and oars rule for speed. You'd rarely spend more than a night away from shore and most ships beach or layover at night. well known trade routes are the exception to this.
 
 
 
  
 
'''Magic use.'''
 
'''Magic use.'''
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I'll decide which books magic to use once people start creating their PC's.
 
I'll decide which books magic to use once people start creating their PC's.
  
'''Non Humans'''.
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==Non Humans.==
 
Humans make up the peoples of Land Ends. There are many different kinds of people, some altered by powers in the past to be servants, pieces of Art or pets.
 
Humans make up the peoples of Land Ends. There are many different kinds of people, some altered by powers in the past to be servants, pieces of Art or pets.
  
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==Magic Types==  
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==Magic.==  
 
Possible magic types are:
 
Possible magic types are:
  
'''Innate Magic'''
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==='''Innate Magic'''===
  
 
These are the inner magics of true skill that set heroes apart without them being spellcasters.
 
These are the inner magics of true skill that set heroes apart without them being spellcasters.
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'''Note''': Talents and gifts are not considered magical, so magic hating types can still have them.
 
'''Note''': Talents and gifts are not considered magical, so magic hating types can still have them.
  
='''Magic schools.'''=
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=='''Magic schools.'''==
  
'''Magical Talent'''
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==='''Magical Talent'''===
  
 
Only people with a Talent in a magical skill can use magic. The skill might be Worship Rude Pantheon, Low Magic, Sorcerous Art or something more specific.
 
Only people with a Talent in a magical skill can use magic. The skill might be Worship Rude Pantheon, Low Magic, Sorcerous Art or something more specific.
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If you actually want to be talented in a magical skill, you need to use up two talents to do so - one to have magical talent, one to be talented in it.
 
If you actually want to be talented in a magical skill, you need to use up two talents to do so - one to have magical talent, one to be talented in it.
 
   
 
   
'''Low or Common Magic'''
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==='''Low or Common Magic'''===
  
 
Learned from particular Backgrounds and Professions.
 
Learned from particular Backgrounds and Professions.
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You may learn spells up to your Int in points. (Minus any Talents or gifted Attributes).
 
You may learn spells up to your Int in points. (Minus any Talents or gifted Attributes).
  
'''Divine'''
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==='''Divine'''===
  
 
Divine magic as per RQIII, but tied to Pantheons. Through sacrifice of permanent POW, you build a 'Divine reservoir' which you fill out from the pantheons spells.
 
Divine magic as per RQIII, but tied to Pantheons. Through sacrifice of permanent POW, you build a 'Divine reservoir' which you fill out from the pantheons spells.
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** These are semi divine orders, often with only a few divine spells.
 
** These are semi divine orders, often with only a few divine spells.
  
'''Sorcery'''
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==='''Sorcery'''===
  
 
Could be MRQII Sorcery or BRP/Basic fantasy magic.
 
Could be MRQII Sorcery or BRP/Basic fantasy magic.
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Many schools of sorcery are confined to very specific effects.
 
Many schools of sorcery are confined to very specific effects.
  
='''The Different Folk of Land Ends'''=
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=='''The Different Folk of Land Ends'''==
  
 
*Different breeds of human inhabit Land Ends - this often leads to humans having different baseline Attributes from normal. The common types in the area are mentioned, but there may be others.
 
*Different breeds of human inhabit Land Ends - this often leads to humans having different baseline Attributes from normal. The common types in the area are mentioned, but there may be others.
  
 
*Folk of Illis
 
*Folk of Illis
*Valley/Sea folk(local)Golts or Gelts - Std
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**Local Folk (valley/sea folk)
*Mountain Folk: Gaults or Goltish (locals) - Std (From the Lees Plateau)
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**Mountain Folk (locals)
*Wood folk: Gern or Cern (locals) - Std
+
**Wood folk (locals)
 
+
**Sylvan folk (from the elder woods)
The above make up 80% of the population.
+
**Elder Folk (from the elder woods)
 
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**Andermen (from the elder woods)
*Sylvan folk: Bacchae or Woses. -2 Int, +2 Con and Cha (from the elder woods - Relics)
+
**Halleas (old slave race)
*Elder Folk:Limnis. -3 Str, Siz, Con. +3 Int, Pow.(from the elder woods - Relics)
+
**Northerners (from across the seas)
*Andermen: -3 Siz.(from the Fells. Minor race.)
 
*Helleas: -3 Str, Con. +3 Pow,Cha. (old slave race)
 
*Islanders: Vanu or Piri : +2 Str and Siz. (from across the seas)
 
*Bladhamers: -6 Siz, +3 Con. (old Servant race)
 
*Goblins: Heabog or Snauk: -3 Str, Siz. +3 Dex. (from the Fells)
 
  
 
*There are many non-human races or oddities in the area - generally creations of the great powers.  
 
*There are many non-human races or oddities in the area - generally creations of the great powers.  
  
'''Other well known folk of Lands End'''
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==='''The Folk of Seven Forms'''===
 
 
*Republic of the Lees is the formal title of the Leelander Republic. The population is mainly Goltish or Gaults, but there is a minor race of Fenlings along the coast of the Shallows.
 
Fenlings -4 Siz, Str, +2 Con, Dex. Semi-Aquatic, excellent swimmers.
 
 
 
*The Haut: Haut were a Powers idealised nomad guard. They still reside in the area sculpted for them before the Fall.
 
These days, there are two breeds of Haut - the old Kloos or Dragon Haut and the New Clans, who make up 80% of the population.
 
 
 
Old Haut: +1 Str, Siz, Con.
 
New Clans: -2 Siz, +2 Con.
 
 
 
All humans can still interbreed, so they are Races.
 
Old Haut dont...they try to keep their bloodline pure. There are only 10 000 or so left. They are idealised nomadic barbarian horseman, not really fit for the practicalities of true steppe living. Everything about them is too big. Their mounts are too large, too hungry, their technology and weaponry require too much metal and they are large, not compact people. They have survived through acting as a warrior clan for the New Clans.
 
The new Clans are survivors who came to the Haut for help and knowledge after the Fall. They are mainly local races, interbred with the now extinct plains folk and the few Haut who sire bastards.
 
 
 
Most border cultures (Primitive peoples, desert nomads, border States) will be standard human.
 
 
 
'''Raft People'''
 
These encompass several closely related groups of people, with a shared heritage as an experiment from one of the more benevolent High Powers. They can be divided in two very broad groups, the settled ones and the semi-nomadic ones. The settled groups live on the islands and on small villages made up of a crazy maze of rafts, small boats and stilt homes. They are poor people but trade some with neigbouring lands, mostly various forms of fish and other sea food, sponges and pearls. Their economy has slowly improved over the last few decades.
 
The nomadic groups follow different sholes of desired fish depending on the season. Small groups of a few families often band together but no groups would exceed more than two or three families. Once a year they all try to head back to their cousins for the great ceremonies and markets that are becoming increasingly important in keeping cultural continuity between the two groups. This is a time of trade, marriage negotiations, tall tales and so on.
 
 
 
Both groups are peaceful, though the settled folks are becoming increasingly aware that they present a target for both slavers and raiders. Many of their barge towns have become too complex to easily untangle for a quick escape.
 
 
 
They often have great stamina and peculiar powers related to their life style, such as being able to hold their breath far longer than most people, swimming deeper into the ocean and so on. Some say they can even communicate with dolphins and sing with whales. Some reportedly have finely scaled skin and webbed hands and feet, though that may just be rumours.
 
 
 
'''The Shallow seas'''
 
(Ill have to put that back on the map) receive the full blast of the warm Western current. The reef shown is coral and the sheltered areas teem with tropical marine life. The sea should be dotted with tiny islands, reefs, atolls, giant kelp beds, etc. These people hunt sharks and giant crabs in the shallows and whales along the continental shelf.
 
 
 
'''The Folk of Seven Forms'''
 
  
 
These are the generally accepted sentient 'Races' or cultures, according to accepted knowledge in Land Ends. All are considered to be rare and exotic, living for the most part away from humans.
 
These are the generally accepted sentient 'Races' or cultures, according to accepted knowledge in Land Ends. All are considered to be rare and exotic, living for the most part away from humans.

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