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E6 3.5 The Motley Crew
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=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. ==E6 Rules== http://forum.rpg.net/showthread.php?t=352719 ==Handy links== Feats from all the above-mentioned books are available to view at : http://realmshelps.dandello.net/datafind/feats.shtml. Crystalkeep provides a summary of most of 3.5 at this site: http://www.crystalkeep.com/d20/index.php. Check out the variant base classes [but note only the ones from the abovementioned books will be considered], races and some of the Alternate Class Features. ==The Motley Crew: Campaign Background== Welcome to Motley and Odd Arbage, a Manor town and Village port, respectively. They are located at the end of the world in a Dark age. ===Recent history=== 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, races, outsiders, and divine beings became pieces and pawns in their elaborate, ritual wars. They bent time and space, plane and cosmos to their bidding, summoning Eldritch horrors to their own amusements, stocking and populating grand territories with their own creations, violating ancient precepts and slaughtering their avengers. They bent the very fibre of reality to accommodate their increasing perversities, and as all things do, the Wheel finally turned. So much so that the Moon, it’s mother, spun a tear from the sky to finally quell the Dark. The Grand and High Powers, in their arrogance unrepentant, were destroyed in a Light that decimated the Known lands. Only places like Motley survived at all - subject towns and cities far, far on the borders of the world, nestled in the lee of mountains that stood between them and where the Moon’s Tear touched the Earth. ===Even more recent history=== That was a long time ago as the Sages tell it, a generation even to an Elf. But the world still feels small this side of the mountains that saved the remnant populations of the hundreds of different types of subject peoples left behind when the Grand and High powers were consumed and used to rebalance the world. Motley is an isolated manor and market town and has been for nearly 120 years - although two kingdoms and three empires have come and gone, Motley has been Motley through all of it. The same with Odd Arbage, one of several villages and clans owing taxes and loyalty to Motley. It is a Cliffside fishing town and deepwater port, home, like Motley, do well over a dozen races, clans and bloodlines from the last age. It has a small manor and residing Knight, a Church, and a small collection of houses and homes. It is also home to the adventurers. The area is ruled by the Baron Motley, Lord Eastport - a title that has changed hands more than once. The current Baron hopes to establish a legacy, but then so did the last three. Between them, the Town and Villages provide shelter for 2 000 souls, and support the surrounding 10 000 who work the land. The barony is sheltered between the Saviour Mounts to the East and North and the Karstfells to the West, and has very little flat, open land, except around the rivermouth. Odd Arbage sits East the mouth of the Aird river, which flows North and East through rugged, unnavigable twists and turns, all the way to the Lee Plateaus and the Monarchy of which Motley is currently a far-flung arm. Not that it is an ignored subject - the fisherfolk bring in exotic southern fish and other things, dyes and shells the sell well in the north. The same with the local fruit and root crops - all have a market far away, which means coin and exotic goods, and the folk of Motley grow barley and wheat enough only for their own needs. Even the peasants do well by kingdom standards. Add the odd merchant ship that ventures into Odd Arbage from the Lesser Isles or Moonburn, and the place is fairly cosmopolitan for a village of 350 odd. ===Current situation.=== Bandits - or worse. Thats what the knight said when he gathered all he could - men at arms, the village mage, the local priest, the woodsmen, the militia - and rode out to hold Airdsford crossing. Fully two thirds of the fighting force of the village, leaving behind the sick, the older, the ill trained and the young. Now it is dawn two days later and there has been no word. The local Squire, left in charge, barely has enough stubble to rub in indecision - and no word comes from the North. Someone has to do something...
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