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− | Inro to the Ghost of Saltmarsh/Savage Tide Setting | + | Inro to the Ghost of Saltmarsh/Savage Tide Setting |
[[File:Ghost_of_Saltmarsh.jpg|700px]] | [[File:Ghost_of_Saltmarsh.jpg|700px]] | ||
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==RULE SETTING== | ==RULE SETTING== | ||
− | This game was originally built as a D&D/Greyhawk world but has expanded | + | This game was originally built as a D&D/Greyhawk world but has expanded. The following rules setting have no effect on the Setting information present below. |
− | ===D&D 5th edition | + | ===D&D 5th edition=== |
− | * Dungeons & Dragons 5th edition Players Handbook basics | + | CHARACTER CREATION |
+ | * Dungeons & Dragons 5th edition Players Handbook basics | ||
* 2nd level Character Class | * 2nd level Character Class | ||
* Hit Points Max at 1st level and the the Average for every level after that. | * Hit Points Max at 1st level and the the Average for every level after that. | ||
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* All the species from the PHB except the '''Drow''' (no real underdark on this world) or '''Half-Elves'''. '''Half-Orcs''' are just called Orcs, with the 'Half' Orc being more a nickname for the more civilized kind (most Orcs are part of a heavy pirate/Viking raider culture). '''Humans''' gain the basic +1 bonus to all six stats and also gain Proficiency bonus in one additional Skill or Tool or Vehicle type of choice (Water craft is very common in this setting). For Gnomes add Green Camouflage (You have advantage on Dexterity [stealth] checks to hide in forest or jungle terrain) for '''Forest Gnomes''' and Stone Camouflage (You have advantage on Dexterity [stealth] checks to hide in rocky terrain) for '''Rock Gnome'''s. Also allowing are the '''Triton''' (as per Volo's Guide to Monsters). I am ok with the racial Feats from XGE along with the spells found there. | * All the species from the PHB except the '''Drow''' (no real underdark on this world) or '''Half-Elves'''. '''Half-Orcs''' are just called Orcs, with the 'Half' Orc being more a nickname for the more civilized kind (most Orcs are part of a heavy pirate/Viking raider culture). '''Humans''' gain the basic +1 bonus to all six stats and also gain Proficiency bonus in one additional Skill or Tool or Vehicle type of choice (Water craft is very common in this setting). For Gnomes add Green Camouflage (You have advantage on Dexterity [stealth] checks to hide in forest or jungle terrain) for '''Forest Gnomes''' and Stone Camouflage (You have advantage on Dexterity [stealth] checks to hide in rocky terrain) for '''Rock Gnome'''s. Also allowing are the '''Triton''' (as per Volo's Guide to Monsters). I am ok with the racial Feats from XGE along with the spells found there. | ||
* Hero Points from the DMG pg. 264 | * Hero Points from the DMG pg. 264 | ||
− | * Start with a beginning Feat of choice at 1st level (from the PHB or XGE | + | * Start with a beginning Feat of choice at 1st level (from the PHB or XGE) |
* Start with the begining background and class gear plus an additional 150 gold pieces worth of gear. Unspent gold is lost (only start with what you would gain from your background). | * Start with the begining background and class gear plus an additional 150 gold pieces worth of gear. Unspent gold is lost (only start with what you would gain from your background). | ||
* For Navel Ships and Crews using ideas from the '''Ghosts of Saltmarsh''' adventure. | * For Navel Ships and Crews using ideas from the '''Ghosts of Saltmarsh''' adventure. | ||
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− | + | Yes using Explosives & Firearms (Blackpowder) weapons from the DMG pg. 267. The only rule is the these firearms have the Exra-Loading (2) feature instead of Loading feature, which requires 2 full Actions to reload. Cannons have an even long Extra Loading times. There is also additional gear found in both Prirate Adventures and Naval Combat that can come in handly but will introduce as the game goes on (especially when you gain your own ship). | |
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− | === | + | ===Savage Worlds Pathfinder=== |
− | + | '''Making Characters''' - as Savage Worlds Pathfinder (SWPath) pg. 16. | |
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− | :''' | + | ====ADDITIONAL ANCESTIES==== |
− | : | + | '''TRITON'''</br> [[File:SWPT.Triton.jpg | 350px | right]] |
+ | From the crushing ocean depths come aquatic folk whom call themselves the Triton. They are thick and sturdy beneath the waves but often vulnerable in the dry air or searing heat of the surface. However the can breath in both underwater and on the surface.</br? | ||
+ | *'''Aquatic''': Tritons cannot drown in water and move at their full Pace when swimming (See Movement SWADE page 92 for normal swimming rates). | ||
+ | *'''Athletic''': Tritons are naturally athletic and start with a d6 with that skill instead of d4 with a maximum increased to d12 +1. | ||
+ | *'''Dependency''': Tritons must immerse themselves in water one hour out of every 24 or become automatically Fatigued each day until they are Incapacitated. The day after Incapacitation from dehydration, they perish. Each hour spent in water restores one level of Fatigue. | ||
+ | *'''Low Light Vision''': Tritons are used to the darkness of the depths. They ignore penalties for Dim and Dark Illumination. | ||
+ | *'''Spirited''': Tritons are generally optimistic beings. They start with a d6 Spirit instead of a d4. This increases their maximum Spirit to d12 + 1. | ||
+ | *'''Racial Enemies''': As long as history itself the Triton and the Sahuagin have faught an ancient war of genocide against each other. Members of each culture subtract 2 from Persuasion when dealing with each other and often attack on sight. | ||
+ | *'''Toughness''': Life in the depths of their watery worlds has made triton flesh tough and resilient. Add +1 to their Toughness. | ||
− | :''' | + | ====NEW & UPDATED HINDRANCES==== |
− | : | + | *'''Branded (Major)''': The character was caught committing acts of piracy at some point in the past. He escaped the noose but received a brand on his face labeling him a pirate. He suffers –2 Persuasion among non-pirates. Any vessel he is on that is boarded by privateers is thoroughly searched and the cargo manifest scrutinized. If the character is caught committing an act of piracy by authorities. |
+ | *'''Cannot Swim (Major)''': In this setting this is a Major Hindrance. | ||
+ | *'''Jingoistic (Minor/Major)''': The character dislikes people from other cultures and believes his own culture to be far superior. He cannot help belittling other cultures at every opportunity. A character taking the Minor version has –1 Persuasion among other cultures. The penalty increases to –2 for the Major Hindrance. | ||
+ | *'''Landlubber (Minor)''': Not everyone is a sailor. For some, the workings of a ship are incomprehensible. The character cannot buy Boating with his starting skill points. Although he can learn it through advancements, the character never quite grasps the basics and receives a –2 penalty to all Boating rolls. | ||
+ | *'''Seasick (Major)''': Suffering from seasickness on Caribdus is a big problem. The character must make a Vigor check each time he boards a ship. On a success, the character manages to control his sickness. With a failure he suffers a –2 penalty to all trait rolls until he spends an hour on dry land. Woe betide the character when caught in a storm! He must make a Vigor roll at the start of each round until the storm abates or his sickness kicks in. He still rolls if already suffering seasickness—a failed Vigor roll increases the penalty to –4. | ||
+ | *'''Squanderous (Minor)''': Your hero is particularly loose with his resources, sometimes spending the equivalent of a year’s pay in a single week of drunken debauchery. The cost for carousing is doubled! See Setting Rules below for a complete description. | ||
− | + | ====NEW EDGESE==== | |
− | : | + | BACKGROUND EDGES</br> |
+ | *'''Booty!''' (Novice, Boating d6+, Fighting d6+, Shooting d6+): The character served as a pirate in the past and still retains some of his past booty. He begins the game with a roll on the King’s Ransom entry of the Booty Table. Any relic found should be determined randomly. | ||
+ | *'''Natural Swimmer''' (Novice, not available to Triton): Your hero wasn’t literally born in the water, but some might believe he was. He takes to it like a fish and can hold his breath longer than most others. Natural swimmers add +2 to their Athletic checks when swimming, add +1 to their Swimming Pace, and can hold their breath 50% longer than others of their species. In a world mostly covered in 50 fathoms of water, this Edge can be quite important. | ||
− | :''' | + | COMBAT EDGES |
− | : | + | *'''Bilge Rat''' (Novice, Agility d8+, Fighting d8+): Scuttling around in the bowels of the ship doesn’t suit every sailor, but this character has learned to adjust to the cramped conditions below deck. The character no longer suffers the –2 penalty when fighting below decks. If the weapon has a Reach value the –2 penalty applies as normal. |
+ | :*'''Improved Bilge Rat''' (Seasoned, Bilge Rat): The character can use any weapon below decks without incurring the –2 penalty for fighting in cramped conditions. | ||
+ | *'''Close Fighting''' (Novice, Agility d8+, Fighting d8+): This Edge is for skilled knife-fighters such as the doreen, who pride themselves on defeating their opponents up close and personal. Close fighters move inside most weapons’ reach, adding a bonus to his Parry equal to the enemy weapon’s Reach +1 for that particular foe. No bonus is granted if the foe is unarmed or using a knife or other small weapon. Example: A doreen with Close Fighting battles a kehana with a cutlass (Reach 0). The doreen’s Parry is raised by +1. | ||
+ | :*'''Improved Close Fighting''' (Novice, Close Fighting) Close fighters train to go for vital areas and weak spots for quick and lethal kills. The attacker adds a bonus to his Fighting roll equal to his enemy’s Reach +1. | ||
+ | *'''Dirty Fighter''' (Seasoned): There is no honor among thieves, and Caribdus has more than its fair share of scurvy dogs. Those with this Edge will do anything to win out in a fight. The hero gets a free reroll when Testing enemies with arcane skills, Athletics, Fighting, or Shooting. | ||
+ | :*'''Really Dirty Fighter''' (Seasoned, Dirty Fighter): The knave is extremely skilled in tactical deceit. By describing the Test and spending a Benny, he may automatically get the drop on any single opponent. | ||
+ | *'''Oversized Weapon Master''' (Seasoned, Fighting d8+): The character may use two-handed melee weapons with one hand. The minimum Strength for using the weapon still applies as normal. | ||
+ | *'''Ramming Speed!''' (Seasoned, Boating d8+): When all else fails, a ship can be used as a weapon. The captain receives a +2 bonus to perform a Ram maneuver if captaining the vessel. In addition, the ship takes only half damage from ramming attacks it delivers (one quarter if the ship is fitted with a ram). | ||
− | + | LEADERSHIP EDGES </br> | |
− | + | *'''Board ‘Em''' (Novice, Command, Athletics d8+): The character is a master at judging when to launch grapples against enemy vessels. When he leads the boarding party group Athletics for throwing rolls to grapple an enemy vessel receive a +4 bonus. | |
+ | *'''Master & Commander''' (Seasoned, Smarts d8, Boating d10+, Intimidation d8+, Command, must be sole Captain of the vessel when the Edge is used): Crews who serve under these skilled leaders add +2 to their Boating rolls. | ||
− | :''' | + | PROFESSIONAL EDGES</br> |
− | : | + | *'''Boarder''' (Novice, Boating d6+, Athletics d8+): Many captains instill courage in their men by offering additional rewards to the first man to board an enemy vessel. Few survive to claim their prize. Through skill and luck the character has survived dozens of boarding actions and feels empowered by the adrenaline rush. All Athletics checks involving ropes are made at +2. Anytime he is the first allied character to board an enemy vessel he receives a Benny. |
+ | *'''Gunsmith''' (Novice, Smarts d8+, Repair d8+, Science d6+): Gunsmiths can repair broken firearms and cannons given fire, metal, suitable tools, and a Repair roll. This takes four hours per device, or half that with a raise. They may also use molds to make shot for these weapons. | ||
+ | *'''Merchant''' (Novice, Persuasion d8+): A character with this Edge is skilled in buying and selling large lots of cargo for resale. Commodities on the Master Trading Table cost 25% less. | ||
+ | :*'''Master Merchant''' (Novice, Merchant): The merchant now sells cargoes for 25% more than listed on the Master Trading Table. | ||
+ | *'''Musketeer''' (Novice, Shooting d8+, may not have the All Thumbs Hindrance): Some characters have a natural affinity with firearms, or have trained for years to load quickly even while under fire. Characters with this Edge can reload a firearm with one else action. They may walk while reloading, but may not run. The Edge does not apply to cannon, only to personal arms. | ||
+ | *'''Rope Monkey''' (Seasoned, Agility d8+, Athletics d10+): Rope Monkeys are those sailors who may as well have been born in the rigging. They always seem to know just the right rope to cut and pull to swing to some other part of the ship and can ride the lines down to avoid an otherwise nasty fall. Rope Monkey has two functions. The first is to allow a character on the exterior of the ship to move to any other exposed part of the ship by swinging from the rigging. This counts as the character’s movement and requires an Athletics check. If successful, he moves to any other external area of the ship. He may not move further this action even by “running.” With a raise, he can move and gains momentary surprise on any foes, adding +2 to any Fighting attacks and damage rolls for the round. This can also be combined with a Tricks (SWA pg. 108). Rope Monkeys may also use this ability in forests with tall trees. In that case, the Athletics is made at –2 and the character may reposition himself within d10”. A foe who wants to take his free attack at a Rope Monkey swinging out of melee must subtract 2 from his roll. The same applies to characters with First Strike—they suffer a –2 penalty to their Fighting roll. Rope Monkeys may also make an Athletics check any time they fall from a ship’s rigging (and are conscious). Success means they take half the usual falling damage by grabbing onto ropes as they tumble. With a raise, the sailor manages to slide down a rope and suffers no damage. | ||
+ | *'''Ship’s Carpenter''' (Novice, Boating d6+, Common Sense d6+, Repair d8+): The character may use his knowledge of carpentry to repair damage to a ship without taking it to a dry dock. The ship must still be careened, however. Repairing each wound requires a successful Repair roll, takes 1d4 days, and requires a half cargo space worth of timber per wound. With a failure the time and materials are ruined. With a raise, the time is halved. A number of crew equal to the ship’s base Toughness are required. Time can be halved with double the crew, or time is doubled every time that number is halved. Critical wounds require a successful Repair (–2) roll and take 1d6 days to fix. | ||
+ | *'''Ship’s Super Tattoo''' (Novice, Common Knowledge d8+): The Merchant relies on a ship’s sealed manifest as well as bonded sailors called “supers.” Each super bare a tattoo that includes a unique number that is required on all legal cargo’s manifests. Every legal merchant ship requires a legal Super as the cargo master. Gain +1 Persuasion when Trading and dealing with anyone of the Merchant’s League. | ||
+ | *'''Treasure Hound''' (Novice, Luck): Some scalawags are just luckier than others when it comes to finding treasure. If there’s a single Treasure Hound in a party, the GM increases the value of Booty generated from the Booty Table by 25%. Even better, the chance of finding magical items is increased by 10% as well! Multiple Treasure Hounds in a party have no additional effect. | ||
+ | *'''Whaler''' (Novice, Agility d8+, Athletics d8+, Boating d6+): Although the norwhale is the most well-known, there are other species of whale swimming beneath the seas of Caribdus. Their bone, flesh, and fat are tradeable commodities in most settlements—but first you have to catch them. Whalers earn their living hunting these behemoths, stripping their carcasses, and selling the components. A whaler’s main weapon is not his harpoon but his knowledge of whales. Any fool can throw a harpoon—the trick is knowing when to throw it and where to aim. A whaler gets +2 to Athletic checks when throwing a harpoon and inflicts +4 damage against aquatic creatures of Size +3 or greater. | ||
− | :''' | + | WEIRD EDGES </br> |
− | : | + | *'''Storm Chaser''' (Novice, Boating d8+): When the weather is at its worst the character is at his best, seeming to read the storm like he would a book. Such characters are respected for their skill but feared for their love of a good storm. The character receives +1 to all Boating rolls made during a storm. In addition, the character may draw two cards each round during a storm and keep the best card so long as they are the captain of the ship. If the character has the Wind Sense Edge as well he draws three cards total. |
+ | *'''Wind Sense''' (Novice, Smarts d8+, Boating d8+): The character has an almost supernatural knowledge of air and wind. He can sense changes in the weather and wind direction long before they actually happen. If the character is piloting a ship he gains +1 to Boating rolls during Contact, using his knowledge of the winds to outrun and catch prey. In addition, the character may draw two cards each round during a storm and keeps the best if they are the Captain of the ship. If the character has the Storm Chaser Edge as well he draws three. | ||
− | + | ====BUYING GEAR==== | |
− | + | Weapons, armor and gear are mostly found in SWPath (starting on pg.) but for muskets (SWADE pg. 73) and musket ball ammo (SWADE pg. 68). Note that the Kentucky Rifle is renamed a Rifled Musket and increase cost to $400 and the Springfield Model is not available. Also using Sailing Ships and Cannons found in SWADE (pg.85, but only Galleon, Galley and Rowboat) and (SWADE pg. 77). Additional sailing craft are also going to be added. </br> | |
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− | + | NEW GEAR</br> | |
− | + | '''Compass''': To determine direction on a ship. Without one penalty to navigation. Cost 500, Wt. 1</br> | |
+ | '''Grapple gun''': are grenade launchers modified to fire a grappling hook and line. When used during chases a boarding maneuver may be attempted when the ship has advantage and a Jack or better—instead of a King or better. A Shooting roll is required in place of the usual Athletics throwing check. Cost 500, Wt. 14</br> | ||
+ | '''Gunsmith’s Tools''': Repairing firearms or cannons with this toolkit provides a +2 bonus (see the Gunsmith edge). It also includes bullet molds which allow the user to create 12 lead balls in an hour with a successful Repair check. A raise halves the time. A gunsmith may purchase additional molds for $50 each, and may work with up to four at one time. (Make one roll for the entire batch.) The metal costs $1 per ball. Cost 300, Wt. 5</br> | ||
+ | '''Lantern, Bullseye''': A bullseye lantern acts as a regular lantern, but also has a shuttered reflective hood that can focus light through a small opening. When used in this way, it provides a cone of light equal to the Cone Template. Cost 50, Wt. 3</br> | ||
+ | '''Medicine chest''': Diseases are commonplace on crowded ships. A medicine chest, a rare items, contains 10 doses of various powders and tonics for treating sickness (but not injuries). A surgeon using a chest has a +2 bonus to Healing rolls to treat diseases. Each use of the chest consumes 1d4 units of medicine. Restocking the chest costs $50 per unit of medicine that weigh ½lb each. Use the Master Trading Table to determine the number of units available in a town. Cost 1,200, Wt. 10</br> | ||
+ | '''Maps''': Include 10 plus pages of the various important islands and ports of the Ten Thousand Isle. There are hundreds of still uncharted islands though. Cost 100, Wt. 1</br> | ||
+ | '''Oil Bag''': specially treated bag can keep items inside reasonably dry from water. Full immersion 1 in 6 chance of water getting in. Can hold up to 10lbs. Cost 50, Wt. 1.</br> | ||
+ | '''Sailcloth''': Replacement sail when damaged by storms or combat. See 50 Fathom for sizes. Cost 5/yard, Wt. 3</br> | ||
+ | '''Spyglass''': Provides x4 magnification in a limited field of view. Cost100, Wt. 2</br> | ||
− | + | Clothing</br> | |
+ | '''Normal clothing''', Cost 20</br> | ||
+ | '''Formal clothing''' (+1 Persuasion), Cost 200</br> | ||
+ | '''Winter gear''' (cloak), Cost 200, Wt. 3</br> | ||
+ | '''Winter boots''', Cost 100, Wt. 1</br> | ||
− | ''' | + | Food</br> |
− | + | '''Provisions''', Cost 1, Wt. 3 (ship’s rations for 1 day)</br> | |
− | + | '''Cheap meal''', Cost 5</br> | |
− | + | '''Good meal''' (restaurant), Cost 15+</br> | |
− | + | '''Trail rations''', Cost 10, Wt. 5 (5 meals; keeps 1 week)</br> | |
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− | + | Drink</br> | |
− | + | '''Cheap stuff''', bottle (grog) Cost 1</br> | |
− | + | '''Good stuff''', bottle (wine) Cost 10</br> | |
− | + | '''Royal stuff''', bottle (vintage) Cost 50+</br> | |
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− | + | Lodging for the Night</br> | |
− | + | '''Common Room''' (shared with up to 20 others) -2</br> | |
− | + | '''Semi-Private''' (shared with up to 3 others) -15 each</br> | |
− | + | '''Private Suite''' - 50</br> | |
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==THE TEN THOUSAND ISLE SETTING== | ==THE TEN THOUSAND ISLE SETTING== | ||
The world is one of vast sea and thousands of islands, a vast archipelago surrounds by a unchatter (and unexplored) waters. There are no continents within the archielago the largest island maybe the size of the British Island or Irland and thses are fairly rare (no more then half a dozen total). The average is closer to the size of Cuba or smaller. Many are mountainous. | The world is one of vast sea and thousands of islands, a vast archipelago surrounds by a unchatter (and unexplored) waters. There are no continents within the archielago the largest island maybe the size of the British Island or Irland and thses are fairly rare (no more then half a dozen total). The average is closer to the size of Cuba or smaller. Many are mountainous. | ||
− | This archipelago is centered on the world's equator but the chain stretches into both a frozen northern and | + | This archipelago is centered on the world's equator but the chain stretches into both a frozen northern and southern poles. The environment around the equator is hot and wet with many islands covered in thick jungle forests. Those beyond are split mostly between wooden forests and a few barren rocky islands with the occational fertile grassy islands where various plants are grown or herd animals raised. |
The game will be using a lot of ''Greyhawk'' organization, gods, city-states and secret cabals but with a bit more of an Earthsea feel then standard medieval Europe. Race and sex (or sexuality) are just not things people worry about or comment on normally. Are there racists peoples? Yes. Especially the Fran of the Scarlet Brotherhood (evil pale skinned humans who not only feel superior to non-Humans but other non-Fran Humans), but they are a minority. There are species like the Gnolls and Sahuagin/Sea Devils that are cannibal (meaning they eat other sentient life in this setting) and Mind Flayers (that consume the brains of other sentients) that are considered 'Savages' and 'Evil' by most folk. However you can find many of the other so-called Monsterous sentient species living upon the other species. Most are fairly rare though and tend to still to their own when possible. They are no real true Evil species except maybe Devils and Demons. | The game will be using a lot of ''Greyhawk'' organization, gods, city-states and secret cabals but with a bit more of an Earthsea feel then standard medieval Europe. Race and sex (or sexuality) are just not things people worry about or comment on normally. Are there racists peoples? Yes. Especially the Fran of the Scarlet Brotherhood (evil pale skinned humans who not only feel superior to non-Humans but other non-Fran Humans), but they are a minority. There are species like the Gnolls and Sahuagin/Sea Devils that are cannibal (meaning they eat other sentient life in this setting) and Mind Flayers (that consume the brains of other sentients) that are considered 'Savages' and 'Evil' by most folk. However you can find many of the other so-called Monsterous sentient species living upon the other species. Most are fairly rare though and tend to still to their own when possible. They are no real true Evil species except maybe Devils and Demons. | ||
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:3. '''The Wicker Goat'''. Bearing the dubious honor of being the oldest tavern in town, the Wicker Goat is owned by Lankus Kurrid (Human male), a retired officer of the Keoish army (island nation to the north of Saltmarsh) who caters to the dwarven miners and town guard. | :3. '''The Wicker Goat'''. Bearing the dubious honor of being the oldest tavern in town, the Wicker Goat is owned by Lankus Kurrid (Human male), a retired officer of the Keoish army (island nation to the north of Saltmarsh) who caters to the dwarven miners and town guard. | ||
:4. '''Ellander's Manor'''. One of the city's council members. Tucked at the edge of town and overlooking the sea, Eliander's home provides him with a relaxing sanctuary away from the bustle of Saltmarsh. | :4. '''Ellander's Manor'''. One of the city's council members. Tucked at the edge of town and overlooking the sea, Eliander's home provides him with a relaxing sanctuary away from the bustle of Saltmarsh. | ||
− | :5. '''Mining Company Headquarters'''. Once a mansion owned by a local landowning family, this building was purchased by | + | :5. '''Mining Company Headquarters'''. Once a mansion owned by a local landowning family, this building was purchased by the crown and serves as the dwarven mining company's headquarters in Saltmarsh. Manistrad Copperlocks (Dwarf female) stays here when she must do business in town: otherwise. several dwarf clerks work here during the day, logging deliveries at the docks to be transported to the mine and arranging for the processed ore to be loaded on trade ships bound for distant ports. |
:6. '''Keledek's Tower'''. This three-story tower is home to the town's resident sage and wizard, Keledek the Unspoken (Human male). Keledek's dusky skin, bald head, and bright red silk turban-not to mention his height of nearly 7 feet-make him an unmistakable figure in town. | :6. '''Keledek's Tower'''. This three-story tower is home to the town's resident sage and wizard, Keledek the Unspoken (Human male). Keledek's dusky skin, bald head, and bright red silk turban-not to mention his height of nearly 7 feet-make him an unmistakable figure in town. | ||
:7. '''Faithful Quartermasters of Iuz'''. A trade delegation led by Captain Xendros (Tiefling female) has come to Saltmarsh to acquire large quantities of fish (salted and preserved for transport) in the name of luz, a mighty cambion and demigod who rules a number of islands in the distant north. She is also the only known person in town who might be interested in purchasing or selling of random magical items. | :7. '''Faithful Quartermasters of Iuz'''. A trade delegation led by Captain Xendros (Tiefling female) has come to Saltmarsh to acquire large quantities of fish (salted and preserved for transport) in the name of luz, a mighty cambion and demigod who rules a number of islands in the distant north. She is also the only known person in town who might be interested in purchasing or selling of random magical items. | ||
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:11. '''Kester's Leather Goods'''. Kiorna Kester (Gnome female) runs this tannery. where she produces smooth, colorful leather for every purpose and sells both the cured hides and items she fashions from it. Kiorna is keenly interested in acquiring hides from exotic creatures to craft into expensive leather. | :11. '''Kester's Leather Goods'''. Kiorna Kester (Gnome female) runs this tannery. where she produces smooth, colorful leather for every purpose and sells both the cured hides and items she fashions from it. Kiorna is keenly interested in acquiring hides from exotic creatures to craft into expensive leather. | ||
:12. '''Hoolwatch Tower'''. This 60-foot-tall tower was the first defensive building of Saltmarsh. and it still serves as an armory and lookout as well as the official base of the town guard cheif, one Eliander Fireborn (Human male, he also sits on the city council). | :12. '''Hoolwatch Tower'''. This 60-foot-tall tower was the first defensive building of Saltmarsh. and it still serves as an armory and lookout as well as the official base of the town guard cheif, one Eliander Fireborn (Human male, he also sits on the city council). | ||
− | :13. '''The Slapping Line'''. This popular inn and tavern is built from the planks and hulls of half a dozen decommissioned fishing ships. Its decor is predictably nautical in theme and its sleeping rooms are plain but comfortable renditions of a ship's cabins. The smell of fish has never been scrubbed from its walls, and | + | :13. '''The Slapping Line'''. This popular inn and tavern is built from the planks and hulls of half a dozen decommissioned fishing ships. Its decor is predictably nautical in theme. and its sleeping rooms are plain but comfortable renditions of a ship's cabins. The smell of fish has never been scrubbed from its walls, and chose who stay the night find their belongings steeped in the scent, which lasts for several days. The inn is run by Line is run by a young woman named Hanna Rist (Human female), who comes from a family of well-known lobster catchers. |
:14. '''Council Hall'''. This large brick building contains the offices of the town council and the chamber where they meet to discuss the town business. The hall is built from sturdy stone from the nearby cliffs and a variety of hardwood from the nearby Hool Marshes. A wooden sign depicting a net filled with fish hangs above the double doors leading into the hall. A small tower rises from the building, housing a horn at the top, which is blown to announce the beginning of a council session or other significant events. | :14. '''Council Hall'''. This large brick building contains the offices of the town council and the chamber where they meet to discuss the town business. The hall is built from sturdy stone from the nearby cliffs and a variety of hardwood from the nearby Hool Marshes. A wooden sign depicting a net filled with fish hangs above the double doors leading into the hall. A small tower rises from the building, housing a horn at the top, which is blown to announce the beginning of a council session or other significant events. | ||
:15. '''Weekly Market'''. Built around the first well dug for the fishers in the town's early days is a large market square where merchants of all descriptions gather on the first day of each week to sell their wares. | :15. '''Weekly Market'''. Built around the first well dug for the fishers in the town's early days is a large market square where merchants of all descriptions gather on the first day of each week to sell their wares. | ||
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'''The Azure Sea'''. The Azure Sea has long been a turbulent body of water in every sense. Its storms have sent countless ships to their doom, and warfare of one sort of another is conducted across its surface all the lime. Pirates affiliated with the Sea Princes, along with independent marauders, prey on ships that attempting to cross it to other civilized isles. Strange monsters, including vicious dinosaurs from the southeastern island chains of '''''Ameclio''''', emerge from below its waves from time to time. | '''The Azure Sea'''. The Azure Sea has long been a turbulent body of water in every sense. Its storms have sent countless ships to their doom, and warfare of one sort of another is conducted across its surface all the lime. Pirates affiliated with the Sea Princes, along with independent marauders, prey on ships that attempting to cross it to other civilized isles. Strange monsters, including vicious dinosaurs from the southeastern island chains of '''''Ameclio''''', emerge from below its waves from time to time. | ||
− | ==CULTURES OF THE | + | ==CULTURES OF THE ISLAND== |
BASIC HUMAN CULTURES | BASIC HUMAN CULTURES | ||
*Baklunish. These are golden-skinned humans. They dwell mostly on the Eastern part of the Island Archipelago chains. Many of their island nations have joined the Merchant League and their ships can been found throughout. | *Baklunish. These are golden-skinned humans. They dwell mostly on the Eastern part of the Island Archipelago chains. Many of their island nations have joined the Merchant League and their ships can been found throughout. | ||
*Flannae. These are the aboriginal inhabitants of the northern Archipelago Island chains, their bronze skin ranges from a lighter coppery hue to deep brown. Their hair tends to be wavy or curly, and from black to brown. They have strong, broad faces and sturdy builds. Many have immigrated to other Human Islands and migled well with the other nations. | *Flannae. These are the aboriginal inhabitants of the northern Archipelago Island chains, their bronze skin ranges from a lighter coppery hue to deep brown. Their hair tends to be wavy or curly, and from black to brown. They have strong, broad faces and sturdy builds. Many have immigrated to other Human Islands and migled well with the other nations. | ||
− | *Oeridian. These people have olive or tan skin and any color of hair from honey-blonde to black. The Oeridians founded the mighty Great Kingdom of the Easter-Northern Island Chain (on one of the | + | *Oeridian. These people have olive or tan skin and any color of hair from honey-blonde to black. The Oeridians founded the mighty Great Kingdom of the Easter-Northern Island Chain (on one of the largest Islands of the Archipelago) and co-founded the kingdom of Keoland (in the West-Nothern chain), so their influence on everything from language to culture in the A is considerable. |
*Olman. The Olman are a brown-skinned people found mainly in the tropics of Hepmonaland and the Amedio Jungle Islands of the Central Archipelago. Their hair is straight and black, and their eyes are very dark. They have high cheek bones and high-bridged noses. | *Olman. The Olman are a brown-skinned people found mainly in the tropics of Hepmonaland and the Amedio Jungle Islands of the Central Archipelago. Their hair is straight and black, and their eyes are very dark. They have high cheek bones and high-bridged noses. | ||
*Rhennee. The Rhennee have olive-toned skin like the Oeridians, but darker, curlier hair. They tend to be short, but wiry and strong. They are a very different people culturally, thought to have originated on another plane of existence. In the Archipelago, they exist culturally as nomadic sea wanders aboard great galleys where many of the live full time. While few of their ship-homes have joined the Merchant League they are on good terms with Greyhawk and many other members and enjoyed favored statues even through not members. | *Rhennee. The Rhennee have olive-toned skin like the Oeridians, but darker, curlier hair. They tend to be short, but wiry and strong. They are a very different people culturally, thought to have originated on another plane of existence. In the Archipelago, they exist culturally as nomadic sea wanders aboard great galleys where many of the live full time. While few of their ship-homes have joined the Merchant League they are on good terms with Greyhawk and many other members and enjoyed favored statues even through not members. | ||
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*'''Keoland'''. Located in the western parts of the Archipelago, it controls five islands. It is a full member of the Merchant League and trades thoughout the Ten-Thosand Island. This nation state has existed for many centuries and has had a great deal of influence of much of the western island chains. | *'''Keoland'''. Located in the western parts of the Archipelago, it controls five islands. It is a full member of the Merchant League and trades thoughout the Ten-Thosand Island. This nation state has existed for many centuries and has had a great deal of influence of much of the western island chains. | ||
*'''Furyondy'''. Once a part of the Great Kingdom it gained its independence over two hundred years ago. Located in the south-western parts of the Archipelago, this island nation-state controls at least a dozen islands (most of only average size), but their navey is very strong (one of the strongest in fact) and they can be found through the Ten-Thousand Islands (both war and tradeships as they are also part of the Merchant League). | *'''Furyondy'''. Once a part of the Great Kingdom it gained its independence over two hundred years ago. Located in the south-western parts of the Archipelago, this island nation-state controls at least a dozen islands (most of only average size), but their navey is very strong (one of the strongest in fact) and they can be found through the Ten-Thousand Islands (both war and tradeships as they are also part of the Merchant League). | ||
− | *'''The Great | + | *'''The Great Nation'''. Only a shell of its former glory, the island where the nation-state was first form is only partially held by them today. Other port cities on the island are full independent of the Kingdom which is now rumored to be lead by an undead 'Emperor'. |
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*'''Kingdom of Iuz'''. A chain of some eight islands (of various sizes) in the north-eastern chain. Ruled over by luz, a supposedly mighty cambion (deamon) and demigod. These lands are dark and forboddin and almost no one trades directly with them. They have been at 'peace' with most other island nations however for over a hundred years. Most just assume their ruler is bidding his time for something. | *'''Kingdom of Iuz'''. A chain of some eight islands (of various sizes) in the north-eastern chain. Ruled over by luz, a supposedly mighty cambion (deamon) and demigod. These lands are dark and forboddin and almost no one trades directly with them. They have been at 'peace' with most other island nations however for over a hundred years. Most just assume their ruler is bidding his time for something. | ||
*'''Hold of the Sea Princes'''. Pirate nation formed by so-called Pirate Kings and Queens some 20 years ago. Many up of all species and cultures of the Archipelago. These islands are located in the south, far-western parts of the islands. | *'''Hold of the Sea Princes'''. Pirate nation formed by so-called Pirate Kings and Queens some 20 years ago. Many up of all species and cultures of the Archipelago. These islands are located in the south, far-western parts of the islands. | ||
*'''The Frost Islands'''. Located in the far southern parts of the Archipelago these islands are home to the Frost, Snow and Ice Barbarians tribes of Human, Dwarf and Elf origins. They are have similar cultures to the Blood Stone Orcs of the north but they are also just as likely to hire themselves out as mercenaries for a season or two. | *'''The Frost Islands'''. Located in the far southern parts of the Archipelago these islands are home to the Frost, Snow and Ice Barbarians tribes of Human, Dwarf and Elf origins. They are have similar cultures to the Blood Stone Orcs of the north but they are also just as likely to hire themselves out as mercenaries for a season or two. | ||
− | *'''Ironhold'''. The largest Nation-State of the Dwarfs is located in the southern extermes Island of the Archipelago on | + | *'''Ironhold'''. The largest Nation-State of the Dwarfs is located in the southern extermes Island of the Archipelago on one of the largest islands. This nation state has joined the Merchant League and Dwarf Ironclad ships due prowl the Seas to trade but most trade they conduct is at their own island markets. |
− | *'''The Steel Islands'''. Located in the south-eastern Island chain of the Archipelago is the island | + | *'''The Steel Islands'''. Located in the south-eastern Island chain of the Archipelago is the island Chain of Steel as it is called. Here the Dwarfs have a string of six islands where they dig deep into the volcanic mountains of the chain. They trade with the League but are not members (nor are the allied with Ironhold). Gnomes are also common here and are a few villages of Halflings and Human farmers who feed the nation. |
− | *'''Celene'''. Another large forested island located in the south-western Archipelago is where the Elf nation of Celene and is home to both High and Wood Elf. Somewhat isolationist they never the less have the Port of Green on | + | *'''Celene'''. Another large forested island located in the south-western Archipelago is where the Elf nation of Celene is located and is home to both High and Wood Elf. Somewhat isolationist they never the less have the Port of Green on the western coast where the trade with anyone who wishes to come (and stay peaceful). |
− | *''' | + | *'''Marsh Hilled Islands'''. Located in the north-western far fringes of the Archipelago are a seven islands chain where the Halflings hold sway and their rather peaceful nation sits. Two of the islands are full members of the Merchant League but the nations only have a few merchant craft that are manned by other species and a few Halfling captains. |
*'''Blood Stone Islands'''. This is a collection of Islands in the far northern exterme of the Archipelago where the Orcs (amd many of their Ogre allies) reside. Their culture is very 'Sea Raider' based. Most Trall warriors are farmers and herds people during much of the year but 'go a raiding' during the late summer period. Many peoples fear these raids as they do not consider anyone 'civilian' and they especially like to attack and pillage holy sites and places of worship. Their own gods encourage this among them. | *'''Blood Stone Islands'''. This is a collection of Islands in the far northern exterme of the Archipelago where the Orcs (amd many of their Ogre allies) reside. Their culture is very 'Sea Raider' based. Most Trall warriors are farmers and herds people during much of the year but 'go a raiding' during the late summer period. Many peoples fear these raids as they do not consider anyone 'civilian' and they especially like to attack and pillage holy sites and places of worship. Their own gods encourage this among them. | ||
*'''Ring of Surtr'''. Within the Blood Stone Islands these islands are inhabited by the Silfursvin clan of orcs, who dwelled on a small island chain. The central island of this chain, the largest, ad bares a volcano known as the Eye of Imix; clan legend held that a portal to the Underworld lay deep within it, and it was true that the mountain would at times disgorge terrible monsters: fiends, mutated animals, creatures of living lava, and worse. The Silfursvins believed it was their sacred duty to contain the horrors within the mountain, and their greatest warriors, the Andariddari, dedicated their lives to doing just that. Their patron was the god Silfurloginn, seen as an enormous silver boar with the silver scales of a dragon and tusks of fire, and whose sign was flames that burned silver. | *'''Ring of Surtr'''. Within the Blood Stone Islands these islands are inhabited by the Silfursvin clan of orcs, who dwelled on a small island chain. The central island of this chain, the largest, ad bares a volcano known as the Eye of Imix; clan legend held that a portal to the Underworld lay deep within it, and it was true that the mountain would at times disgorge terrible monsters: fiends, mutated animals, creatures of living lava, and worse. The Silfursvins believed it was their sacred duty to contain the horrors within the mountain, and their greatest warriors, the Andariddari, dedicated their lives to doing just that. Their patron was the god Silfurloginn, seen as an enormous silver boar with the silver scales of a dragon and tusks of fire, and whose sign was flames that burned silver. | ||
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Otherwise all people and cultures have intermingles on many of these islands. The Merchant League trades with most except those of the Blood Stone Islands and the Hold of the Sea Princes. | Otherwise all people and cultures have intermingles on many of these islands. The Merchant League trades with most except those of the Blood Stone Islands and the Hold of the Sea Princes. | ||
− | ===Other | + | ===Other Island=== |
These islands hold no real dominate nation-state but are well known and occasionally visited. Some even have minor ports set up as semi-permentant cities run by other nation-states or independently. | These islands hold no real dominate nation-state but are well known and occasionally visited. Some even have minor ports set up as semi-permentant cities run by other nation-states or independently. | ||
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*'''Bright Islands'''. These three larger islands located in the north-eastern part of the Archipelago chain are rocky deserts with little or no vegetation on them and even less life. They are avoid by most and rumored cursed. However there does seem to have been an ancient civilization on it at one time in its past and ruined stone structures can be seen dotting the islands. | *'''Bright Islands'''. These three larger islands located in the north-eastern part of the Archipelago chain are rocky deserts with little or no vegetation on them and even less life. They are avoid by most and rumored cursed. However there does seem to have been an ancient civilization on it at one time in its past and ruined stone structures can be seen dotting the islands. | ||
*'''Hepmonalands'''. A chain of volcanic islands near the center and eastern-cental parts of the Archipelago chain. Many of these islands are quite large and most are only lightly populated by sentient beings. Thunder lizards and other mythal monsterous creatures are far more comman and plentiful. | *'''Hepmonalands'''. A chain of volcanic islands near the center and eastern-cental parts of the Archipelago chain. Many of these islands are quite large and most are only lightly populated by sentient beings. Thunder lizards and other mythal monsterous creatures are far more comman and plentiful. | ||
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*'''The Pomarj'''. Located south-western chain this is a heavily forested and cursed island. Fairly large in size it is home to only one sentient species -- the Gnolls. These cannablist tribes fight each other as much as they raid the surrounding islands for their demon god '''''Yeenoghu'''''. | *'''The Pomarj'''. Located south-western chain this is a heavily forested and cursed island. Fairly large in size it is home to only one sentient species -- the Gnolls. These cannablist tribes fight each other as much as they raid the surrounding islands for their demon god '''''Yeenoghu'''''. | ||
*'''Crystalmist Islands'''. These huge volcanic islands are located on the far eastern fringes of the Archipelago chain. They are the location of some of the tallest islands in the Known World and many have no places for a ship to easily land on. They are for the most part inhabated only by Dragons and a few other wild flying beasts. This chain is made up of at least a dozen fairly large islands. | *'''Crystalmist Islands'''. These huge volcanic islands are located on the far eastern fringes of the Archipelago chain. They are the location of some of the tallest islands in the Known World and many have no places for a ship to easily land on. They are for the most part inhabated only by Dragons and a few other wild flying beasts. This chain is made up of at least a dozen fairly large islands. | ||
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