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[[Category:Campaign Setup]] | [[Category:Campaign Setup]] | ||
− | + | =Campaign Setup= | |
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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. | ||
+ | ==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=== | |
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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''' | ||
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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. | ||
− | + | ===Even more recent history=== | |
− | That was a long time ago as the Sages tell it, in the lives of | + | That was a long time ago as the Sages tell it, in the lives of grandfathers even to the Elder folk. Those who count say its been 442 solar years. |
− | 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 | + | 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 citadel and market town and has been for nearly 200 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 loyalty to Motley. It is a Cliffside fishing town and deepwater port, home, like Motley, do well over a dozen clans and bloodlines from the last age. It has a small Keep and residing Captain, three shrines and a small collection of houses and homes. It is also home to the adventurers. | |
− | The area is ruled by the | + | The area is ruled by the Motley Prince, now Governor and Marshall of Eastport - a title that has changed hands more than once. The current Prince hopes to establish a legacy, but then so did the last three. |
− | Between them, the Town and Villages provide shelter for 4 000 souls, and support the surrounding 15 000 who work the land and sea. The province 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 Republic of which | + | Between them, the Town and Villages provide shelter for 4 000 souls, and support the surrounding 15 000 who work the land and sea. The province 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 Republic 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 | + | 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 Republican standards. |
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. | ||
− | == | + | ===Current situations.=== |
+ | These will fill up as people create their characters. | ||
− | + | =Characters and Players= | |
− | + | [[Ineya]] Boat people girl played by Jarulf | |
− | + | ==A Character Sheet== | |
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− | + | [[Motley Crew Character Sheet]] | |
− | + | =House Rules= | |
− | + | ==Magic.== | |
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I'd like to have a variety of different magic types in the game, based around systems from BRP, Legend and Runequest Three. Their relative rarity is up to you. | I'd like to have a variety of different magic types in the game, based around systems from BRP, Legend and Runequest Three. Their relative rarity is up to you. | ||
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Possible magic types are: | Possible magic types are: | ||
− | '''Innate Magic''' | + | ==='''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. | ||
*'''Natural Magic - Talented (skill % based)'''. | *'''Natural Magic - Talented (skill % based)'''. | ||
+ | There is a talent for each skill. This grants the ability to invest Magic Points into changing a result roll for that skill. It is entirely situational, varies wildly in MP cost and can only be learned by a master (95%) of the skill. | ||
+ | Some people are born with a Talent, even before they master it. | ||
− | + | *'''Gifted Attribute'''. You can use MP to change the results of a Gifted attributes rolls, either on the resistance table or on attribute rolls. | |
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− | *'''Gifted Attribute'''. | ||
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*'''Maximum umber of Talents and Gifted Attributes'''. | *'''Maximum umber of Talents and Gifted Attributes'''. | ||
+ | Each one takes up a point of your Int, in the same way spirit magic or Sorcery does. The three aren't eclusive, So a PC with Int 15, three talents and two gifted attributes has ten points available to memorise Low magic or Sorcery spells. | ||
− | + | '''How to use Talents and Gifts''' | |
− | * | + | *Talents/Gifts consume 1MP per 10% difference between a skill roll (or attribute test) and a desired result. Adding a special success (or a x 1 result for an attribute check) costs +3 pts over and above the % cost to reduce the roll to that level of success. Adding a critical success coss +6 pts. |
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*Talents are used before a roll is made. MP cost is worked out after the roll is made. | *Talents are used before a roll is made. MP cost is worked out after the roll is made. | ||
− | + | *Gifted attributes: | |
− | + | **Attribute Tests fall into two types, Resistance rolls (Att vs some other force) and | |
− | Attribute Tests fall into two types, Resistance rolls (Att vs some other force) and Characteristic rolls (Attribute x One to five gives degree of success) | + | **Characteristic rolls (Attribute x One to five gives degree of success) |
MP's are consumed at the rate of 1 per 5% change on the resistance table or 1 per 10% reduction in a characteristic roll, +3MP for Attribute x1 | MP's are consumed at the rate of 1 per 5% change on the resistance table or 1 per 10% reduction in a characteristic roll, +3MP for Attribute x1 | ||
− | + | ==='''Magic schools.'''=== | |
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− | ='''Magic schools.'''= | ||
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− | '''Low or Common Magic''' | + | *'''Low or Common Magic''': Learned from particular Backgrounds and Professions. |
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− | Learned from particular Backgrounds and Professions. | ||
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+ | There are Six Subtypes or traditions of common magic: | ||
+ | ''' | ||
*Battle/Hunt | *Battle/Hunt | ||
*Craft/Hearth | *Craft/Hearth | ||
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*Elemental | *Elemental | ||
*Wild | *Wild | ||
− | *Common | + | *Common'''. |
These are purely cultural and anyone who can learn Low Magic can (in theory) learn any spell. | These are purely cultural and anyone who can learn Low Magic can (in theory) learn any spell. | ||
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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''' | + | '''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. |
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− | 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. | ||
These can be changed each time you pray for renewal, which will be daily or hourly depending on your rank. | These can be changed each time you pray for renewal, which will be daily or hourly depending on your rank. | ||
Divine ranks require high POW - 15 for Acolytes, 18 for full priests. Acolytes can only memorise 1/4 of their POW in spells, Priests 1/2. | Divine ranks require high POW - 15 for Acolytes, 18 for full priests. Acolytes can only memorise 1/4 of their POW in spells, Priests 1/2. | ||
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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''' | + | '''Sorcery'''. Could be MRQII Sorcery or BRP/Basic fantasy magic. |
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− | Could be MRQII Sorcery or BRP/Basic fantasy magic. | ||
*Sorcery is the study of a Sorcerous Art (to manipulate spells). There are many. Each Sorcerous Art allows you to cast spells from Grimoires of that type. | *Sorcery is the study of a Sorcerous Art (to manipulate spells). There are many. Each Sorcerous Art allows you to cast spells from Grimoires of that type. | ||
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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 | + | =='''The Folk'''== |
− | *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 Folk or 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 | + | *Folk of Motley |
− | * | + | **Local Folk (valley/sea folk) |
− | *Mountain Folk | + | **Mountain Folk (locals) |
− | *Wood folk | + | **Wood folk (locals) |
− | + | **Sylvan folk (from the elder woods) | |
− | + | **Elder Folk (from the elder woods) | |
− | + | **Andermen (from the elder woods) | |
− | *Sylvan folk | + | **Halleas (old slave race) |
− | *Elder Folk | + | **Northerners (from across the seas) |
− | *Andermen | ||
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*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. | ||
− | + | Possible Exceptions are folk of the five forms: | |
− | + | ** The Dverger. People of the Land. A range of giant to small, strong and durable folk, long lived and tied to the Primal Runes. | |
− | * | + | ** The Lios. People of the Spirit. A range of large to small, light and subtle folk, long lived and tied to the Spirit Runes. |
− | + | ** The Saur. People of the Dragon. A range of giant to small, long lived hardy folk, tied to the Dragon Runes. | |
− | + | ** The Taur. People of the Wild. A range of Large to small hybrid folk embodying beast and human forms. Tied to the Beast Rune. | |
− | *The | + | ** The Huldre. People of the Green. A range of giant to tiny folk with plant based attributes. Tied to the Plant Rune. |
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− | *The | ||
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− | *The Huldre. People of the Green. A range of giant to tiny folk with plant based attributes. Tied to the Plant | ||
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=Local Knowledge= | =Local Knowledge= | ||
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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. | 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 | + | 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. |
− | * | + | * 19 clans of Local folk [Olive skinned, brown hair and eyes. The 'average' human] |
− | ** | + | ** 10 fishing clans, devoted to various aspects of gathereing ocean harvests. |
** 8 farming clans, devoted to a mix of hillside and bottomland farming. | ** 8 farming clans, devoted to a mix of hillside and bottomland farming. | ||
** 1 Milling clan, devoted to the growth, grinding and baking of grains. | ** 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 Elderfolk [smaller, nore nimble]. Originally from the Great Sylan Lords parklands. | *3 clans of Elderfolk [smaller, nore nimble]. Originally from the Great Sylan Lords parklands. | ||
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**1 Farming/gathering clan, devoted to the gathering of wild growth foods, herbs and spices. | **1 Farming/gathering clan, devoted to the gathering of wild growth foods, herbs and spices. | ||
− | * 2 Families of | + | * 2 Families of High Goblins. [from the Fells] |
**1 Ponyriders clan, Devoted to the breeding, training and use of forest ponies, donkeys and Mules. | **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. | **1 farming/fishing clan, devoted to subsistance living and labour for hire. | ||
− | * | + | * 4 clans of Andermen [short, rounder, healthy] Originally from the Fells. |
**1 Ponyriders/Houndbreeders clan, devoted to the breeding, raising and selling of ponies and hounds. | **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. | **3 Fishing clans, devoted mainly to shoreline and river/pond/lake fishing and the finding of exotic water foods. | ||
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− | * 1 Family of | + | * 1 Family of Water Goblins [from the Fells] |
**Fishing clan, devoted to deep sea fishing and working with Dolphins. | **Fishing clan, devoted to deep sea fishing and working with Dolphins. | ||
− | * | + | * 2 Families of Old Northerner Folk. |
**1 Crafters family, working in Iron and Wood, leather and other, more exotic goods. | **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. | **1 Archers clan, devoted to the making of bows and accessories, their instruction, use and hunting skills. | ||
− | * 2 clans of | + | * 2 clans of Northerners [big,strong] |
**1 fishing clan, devoted to deep water runs and whale hunting. | **1 fishing clan, devoted to deep water runs and whale hunting. | ||
**1 Herding clan, devoted to goats and high mountain sheep. | **1 Herding clan, devoted to goats and high mountain sheep. | ||
− | * 1 clan of | + | * 1 clan of WaterGoblins.[small, nimble,semi-aquatic] |
**Devoted to deep diving and pearl of shell gathering. | **Devoted to deep diving and pearl of shell gathering. | ||
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**Devoted to the production of wines and ciders, the growing and grafting of grapes and apples. | **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. | + | * 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. |
− | 120 years of tradition have cemented them into the social fabric alongside family or 'blood' clans. | ||
**The workers clan. a collection of small families who work mainly for others. | **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 fishers clan. a collection of small families who make their living from the sea. | ||
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**The Militia clan. Maintains and supports the watchtowers, their gardens and foodstores, weapons and provisions. | **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 Crafters clan. An unofficial clan made up of all practicing craftmasters without immediate clan ties, and their families. | ||
− | **The | + | **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 Temple. All the associated folk who run and maintain the Temple of the Rude Pantheon. | ||
**The New Temple. All the folk who are associated with the Temple of the Child of Light. | **The New Temple. All the folk who are associated with the Temple of the Child of Light. | ||
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**The Clan Marine. A local version of the Militia clans common to the kingdom.The local version requires decent boating skills. | **The Clan Marine. A local version of the Militia clans common to the kingdom.The local version requires decent boating skills. | ||
− | The | + | The manor is made of logs. Here is a map of sorts. |
==A map of Odd Manor== | ==A map of Odd Manor== |