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E6 3.5 The Motley Crew
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=Local Knowledge= ==A map of Motley and the EastMarch== The Eastmarch lies in a Wet Mediterranean climate zone, with long dry Summers, stormy and wet Autums and Winters that only bring snow to mountainous areas, though they will be wet in the lowlands. Frosts are confined to the highlands, so there are two different growing seasons for two types of produce. Local vegetable and fruit production is pretty much continuous over the seasons and the area has a diverse food base, enough so that famines are rare. The Eastmarch produces: Exotic citrus, grapes and wines, apples and cider, olives and olive oil, 'southern' fish, pearl of shell, purple and blue dyes, inks, high grade shale, southern hardwoods and herbs/spices. Local wheat and barley/rye only. http://i140.photobucket.com/albums/r14/drifterne05/Motley.jpg For a rough sense of scale, it is 50 miles [82km]as the crow flies between Motley and MiddleMount. Major Features. *'''The Burned Mounts.''' These low mountains burst into flame during the Moons Tear. Their people and places are forgotten. *'''The Bad Lands''' Mostly desert and patches of fused sand, there are oases and patches of seasonal green in this dry land. Temperatures vary considerably on this high, wasted plateau but run to the chilly, and only the various warm blooded saurian species seem to thrive there. *'''The Savior Mounts'''. High and jagged mountains that are impassible at all but two points, both treacherous. These mounts protected the river valley and places beyond from the direct effects of the moons tear, and have provided a barrier to the strange creatures that have grown in the Bad Lands since. *'''The Lesser Sea''' A warm and shallow ocean protected by landforms and island chains from global currents. Home to much of the Eastmarches wealth and the trade route to the Lesser Isles [a collection of large and small island colonies] and Moonburn [the last true Citie]. *'''The KarstFells''' a former Holding of a minor Power, the KarstFells were an idealised expression of UnderEarth wonderland. After the Moon's Tear and the fading of the old powers, the place settled into a more natural ecology, both on the surface and underearth. Many of the slave creatures and exhibits have reverted to their old gods and ways, and many odd, dangerous hings haunt the Fells. ==A map of Odd Arbage== http://i140.photobucket.com/albums/r14/drifterne05/arbage.jpg Just a little picture of Arbage. fully brown buildings are covered longhouses. The others generally have gardens and reflect three or four odd styles from around the races/cultures settled since the Moons Tear. There is not a lot of fine detail, but brown = mostly wood, grey = stone and black=Grand Age Architecture [read: unbreakable.] The black dots near the deepwater groyne are spikes that never move or wear. Old Odd is the centre of the village, despite being smaller. It is here you will find the market once a week, and the few buildings devoted to anything other than living and working. Families and clans: [on average, a family will be 5 people, a clan 10] total population is usually 375 or so. You are currently missing about 20% of the population [70 people], mostly the fighting age men and women and their leaders. * 9 clans of Local folk [Olive skinned, brown hair and eyes. The 'average' human] - 5 fishing clans, devoted to various aspects of gathereing ocean harvests. - 3 farming clans, devoted to a mix of hillside and bottomland farming. - 1 Milling clan, devoted to the growth, grinding and baking of grains. * 3 clans of mountain folk [Fairer skinned, tending to blondes and redheads] From the North and the Lee Plateaus. - 2 Herding clans, devoted to cattle, sheep and goats, the production of dairy, and butchering. - 1 Orcharding clan, devoted to the growth of cooler fruits, Olives, and oil production. * 3 clans of wood elves. Originally from the Great Sylan Lords parklands. - 1 Forestry clan, devoted to the management of the local woods and creatures therein. - 1 Fishing clan, involved in pearl of shell and dye-making, as well as exotic sea goods. - 1 Farming/gathering clan, devoted to the gathering of wild growth foods, herbs and spices. * 2 Families of High Goblins.[+2 Cha instead of -2, 0 level race] - 1 Ponyriders clan, Devoted to the breeding, training and use of forest ponies, donkeys and Mules. - 1 farming/fishing clan, devoted to subsistance living and labour for hire. * 4 clans of Water Halflings [as per Elemental Races, SRD] - 1 Ponyriders/Houndbreeders clan, devoted to the breeding, raising and selling of ponies and hounds. - 3 Fishing clans, devoted mainly to shoreline and river/pond/lake fishing and the finding of exotic water foods. * 1 Family of Water high Goblins [as per water halflings, but -2 str, 0 level race] - Fishing clan, devoted to deep sea fishing and working with Dolphins. * 2 Families of High elves. - 1 Crafters family, working in Iron and Wood, leather and other, more exotic goods. - 1 Archers clan, devoted to the making of bows and accessories, their instruction, use and hunting skills. * 2 clans of ManOrcs [half orcs] - 1 fishing clan, devoted to deep water runs and whale hunting. - 1 Herding clan, devoted to goats and high mountain sheep. * 1 clan of Water ManOrcs. - Devoted to deep diving and pearl of shell gathering. * 1 family of Hellas - Devoted to healing and herbs/spice gathering. Also, inverventions with house and evil spirits. * 2 clans of earth Dwarves. - 1 shale gathering clan, devoted to the gathering, shaping and use of high quality shale and slate. - 1 Fishing clan, devoted to deep water and shoreline netting. * 1 clan of Lios [Half-elves] - Devoted to the production of wines and ciders, the growing and grafting of grapes and apples. * 9 'Mixed' clans - open to joining by outsiders without marriage or blood ties, unlike a normal clan or family. vitally important to the social fabric of Motley and the whole Lee Kingdoms, these 'mixed' clans gave the homeless and lost a sense of place and belonging in the days after the moons tear. 120 years of tradition have cemented them into the social fabric alongside family or 'blood' clans. [mostly human and 1/2 elf, or human and ManOrc, but with a sprinkling of gnomes, elves, Dwarves, High goblins and oddities]. - The workers clan. a collection of small families who work mainly for others. - The fishers clan. a collection of small families who make their living from the sea. - The Landers clan. a collection of small families who make their living from the land. - The Inn clan. Runs the local Inn/townhouse. - The Militia clan. Maintains and supports the watchtowers, their gardens and foodstores, weapons and provisions. - The Crafters clan. An unofficial clan made up of all practicing craftmasters without immediate clan ties, and their families. - The Manor clan. Another unofficial clan. composed of the knight, his family and entourage, their families and hangers on. - The Temple. All the associated folk who run and maintain the Temple of the Rude Pantheon. - The Clan Marine. A local version of the Militia clans common to the kingdom.The local version requires decent boating skills. The manor is made of logs. Here is a map of sorts. ==A map of Odd Manor== http://i140.photobucket.com/albums/r14/drifterne05/arbagemanor.jpg
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