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[[Category:Campaign Setup]] | [[Category:Campaign Setup]] | ||
+ | =Campaign Setup= | ||
− | =The Motley Crew: Campaign Background= | + | 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 | + | 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. | 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. | ||
− | == | + | ===History=== |
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'''The Grand and Terrible Age''' | '''The Grand and Terrible Age''' | ||
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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. | ||
− | + | ===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. | ||
− | == | + | ===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 = | ||
− | + | =Base= | |
− | + | ==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. | ||
− | + | ==Magic.== | |
− | + | Classic Runequest III setting, but less common in terms of access and power. | |
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'''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.== | |
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 | + | ==Magic.== |
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 Different Folk of Land Ends'''= | + | =='''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 | ||
− | * | + | **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. | ||
− | + | ==='''The Folk of Seven Forms'''=== | |
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− | '''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. |