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==Threads==
 
==Threads==
[http://forum.rpg.net/showthread.php?580509-interest-Tolkienesque-epic-Sword-amp-Sorcery-with-Savage-Worlds Interest/Recruitment]
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[http://forum.rpg.net/showthread.php?580509-interest-Tolkienesque-epic-Sword-amp-Sorcery-with-Savage-Worlds Interest]
  
[http://forum.rpg.net/showthread.php?581821-They-Came-from-the-North In-Character]
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IC
  
[http://forum.rpg.net/showthread.php?581823-They-Came-from-the-North Out-of-Character]
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OOC
  
 
==Player Characters==
 
==Player Characters==
'''Civil Savage''' - [[They_Came_from_the_North/Delryn|Delryn]] - 1 kill
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'''Civil Savage'''
  
'''dwashba''' - [[They_Came_From_the_North/Aluminus_Cinderfell|Aluminus Cinderfell]]
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'''Gruffalo Crumble'''
  
'''JeStor''' - [[They_Came_From_the_North/Sullen|Sullen]]
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'''JeStor'''
  
'''Megazver''' - [[They_Came_From_the_North/Kurgan|Kurgan 'Bristlebeard' of the Horgarling Clan]] - 2 kills
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'''Leitz'''
  
'''ru''' - [[They_Came_from_the_North/Tiatha|Tiatha]]
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'''Megazver'''
  
'''Val.S''' - [[They_Came_from_the_North/Alethea|Alethea]]
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'''ru'''
  
 
==Supporting Cast==
 
==Supporting Cast==
===Allies===
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'''An NPC''' - Just some dude.
'''Bek''' - Sent to assist and keep an eye on the PCs by their unknown employer. A soldier, physician and alchemist, a wiry middle-aged man with a vexingly superior air and a suspicious-looking goatee. He seems fairly experienced with the rougher side of life, and could probably beat any one or even two of the PCs in a fair fight. All in all, a useful dude. He's also the one who actually hired the group, the boss wanting to stay hands-off and anonymous. Has two mules, Margrath and Mordred.
 
  
'''[[Rashid:Character_Sheet|Rashid the Grey]]''' - A young wizard out for gold, glory and most of all knowledge.
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'''Another NPC''' - Some different dude.
 
 
'''Muric''' - A former servant of Gallmoth hired to help you. He's a local boy from Smallford, moderately affluent during his employment with the wizard but has since fallen on tough times. A good dogsbody and a decent farmhand, but won't be much help in any fight more serious than a neighborly bar brawl.
 
 
 
===Enemies===
 
'''Gallmoth''' - The sorcerous target of your first misadventure. He came to Veroth with an unusually far-ranging merchant caravan of the serpent people some twenty years ago; the merchants didn't even stop to trade, but turned their shaggy camels and hurried back to their high plains home as soon as they had unloaded his things. Gallmoth, however, somehow acquired an audience with the King, and soon afterwards settled in a small town comfortably removed from the city itself. Those familiar with eastern peoples say he's not from the steppes, nor from the lowlands to their south, but from somewhere even further east. He's a tall, thin scarecrow of a man, they say, pale like a dead thing and hairless from pate to toe - though how anyone would know that is a mystery, since he goes invariably robed and hooded in curiously mottled grey silk, so that one never sees more of his skin than ten spidery fingers, nor anything of his face save for the tip of a nose sharp and hooked as a raptor's beak and a pair of narrow, gleaming eyes. He's a cannibal, a necromancer, a demon, a fallen god - the area has adopted him as their very own local bugbear with whom to impress strangers and scare children into obedience.
 
 
 
Your employer, though, thinks him no more than a man - powerful and skilled in the arcane arts, to be sure, and an exceedingly cruel and capricious neighbor by all accounts, but still just a man with whom other suitably talented men may deal, or deal away with. Bek has contacted a person in Smallford who can provide you with a rough plan of his spired manor, and most other locals could probably be persuaded to help you, too, as long as it meant no risk to themselves.
 
  
 
==Peoples==
 
==Peoples==
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==Geography==
 
==Geography==
 
[[File:tcftn_bigmap.png|thumb|The area shown on this map is roughly the size of Europe.]]
 
[[File:tcftn_bigmap.png|thumb|The area shown on this map is roughly the size of Europe.]]
===Eastern Steppes===
 
Arid high plains and deserts separated from the lush coastal lowlands of the south-east by the Curtainfall Mountains. Inhabited mostly by tribes of nomads, notably the serpent peoples whose Hissing tongue is widely used throughout the east; they are semi-nomadic tribes who live in underground villages and travel mostly by night or through their far-reaching tunnel networks. Other desert travelers are also welcome to use these subterranean highways, for a fee.
 
  
===Holy Empire===
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===City States===
A long-standing alliance of three priest-kings, who claim to rule by divine right as the earthly representatives of their three gods. The current rulers are king Vassaire of Gamorya, queen Felia of Seresya, and king Catharis of Carenya; all three are powerful mages, whether their might really comes from the gods or not.
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Scores of small nations.
 +
 
 +
'''Taldra''' - A major political power in the north, situated at the crossroads of several important trade routes. The Taldrish language has spread wide and far with its merchants, and is commonly spoken along most major roads and caravan runs north of the empires.
 +
 
 +
===The Holy Empire===
 +
A long-standing alliance of three priest-kings, who claim to rule by divine right as the earthly representatives of their three gods.
  
 
===Kalarian Empire===
 
===Kalarian Empire===
An expansionistic but largely benevolent tyranny controlling every city but one west of the Inner Sea. There a rumors that Halimarth the Good, the current Tyrant of Kalar, is preparing to march on Prain and Kashatyn. Kalar, the political heart and seat of all power in the empire, is the largest port on the Inner Sea.
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An expansionistic but largely benevolent tyranny.
 
 
===Myrmia===
 
Also known as the City of Lanterns, an independent port surrounded by the Kalarian Empire. The native Myrmi are whispered to be inhuman - and they ''are'' uncannily pale, nocturnal by preference and most possess minor psionic abilities. The city is built in layers into the walls of a gigantic vertical shaft hewn directly into the towering black cliffs of the Mirrorsea shore, almost like an immense spiral staircase, the lowest level being the enclosed harbor (commonly regarded the safest port in the world).
 
  
 
===Outer Ocean===
 
===Outer Ocean===
 
Beyond the southern islands spread the deep waters of the boundless Ocean. Particularly brave or daft sailors sometimes cast off in search of far southern shores, but none have returned successful and many not at all.
 
Beyond the southern islands spread the deep waters of the boundless Ocean. Particularly brave or daft sailors sometimes cast off in search of far southern shores, but none have returned successful and many not at all.
 
===Scimia===
 
The peninsula south of Iskalan and Veroth, between the Holy Empire and the Inner Sea. The Scimian inland is mountainous and sparsely populated, but the coasts and river valleys are some of the most fertile land west of Shekeran.
 
 
===Shallow Sea===
 
A body of particularly shallow waters between the Scimian peninsula and the Rainbow Isles; there are many places all the way out to the islands where one can clearly see the sea bottom even at high tide. Rallos and Averos are in constant competition, and at times open war, over this area.
 
 
===Taldra===
 
A major political power in the north, situated at the crossroads of several important trade routes. The Taldrish language has spread wide and far with its merchants, and is commonly spoken along most major roads and caravan runs north of the empires.
 
 
===Veroth===
 
A medium-sized but very wealthy city state, at odds with Gamorya and the rest of the Holy Empire since forever because they levy considerable taxes on commercial traffic along the river and Gamorya would prefer not to pay, the river being the quickest and safest connection they have to Seresya and Carenya and the southern parts of the empire.
 
 
'''Smallford''' - A village three days west of Veroth, exactly as small as its name suggests. The wizard Gallmoth lives nearby, and the countryside is full of fearful rumors about him.
 
  
 
==Gear==
 
==Gear==
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* Covers head
 
* Covers head
 
* A raise on the attack roll bypasses completely
 
* A raise on the attack roll bypasses completely
* $25
 
  
 
'''Open helm''' - Light metal headgear, doesn't obstruct vision but leaves the face open to attack.
 
'''Open helm''' - Light metal headgear, doesn't obstruct vision but leaves the face open to attack.
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* Covers head
 
* Covers head
 
* A raise on the attack roll bypasses completely
 
* A raise on the attack roll bypasses completely
* $75
 
  
 
'''Full helm''' - A fully enclosing helmet, protects the whole head but hampers the senses somewhat. These are often visored, in which case you can turn it into an open helm (or back again) in 1 action.
 
'''Full helm''' - A fully enclosing helmet, protects the whole head but hampers the senses somewhat. These are often visored, in which case you can turn it into an open helm (or back again) in 1 action.
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* Covers head
 
* Covers head
 
* Notice -2
 
* Notice -2
* $100
 
  
'''Leather/cloth''' - Armor made of hardened leather or padded cloth, usually in the form of a knee-length coat.
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'''Leather/cloth''' - Armor made of hardened leather or padded cloth, usually in the form of a knee-length coat called a "jack".
 
* Armor +1
 
* Armor +1
 
* Covers torso, legs and arms
 
* Covers torso, legs and arms
* $50
 
  
'''Reinforced leather/cloth''' - Consists of leather or cloth armor with some extra layers or even mail in strategic locations. Often made piecemeal from bits and pieces looted from the battlefield.
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'''Reinforced leather/cloth''' - Consists of leather or cloth armor with some mail in strategic locations. Typically made piecemeal from bits and pieces looted from the battlefield.
* Armor +2
+
*Armor +2
 
* Covers torso, arms and legs
 
* Covers torso, arms and legs
 
* A raise on the attack roll decreases armor by 1
 
* A raise on the attack roll decreases armor by 1
* $200
 
  
'''Mail''' - A long-sleeved, knee-length coat made of interwoven iron rings, worn over a padded undergarment.
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'''Mail''' - A long-sleeved, knee-length coat made of interwoven iron rings over a padded undergarment.
 
* Armor +2
 
* Armor +2
 
* covers torso, arms and legs
 
* covers torso, arms and legs
* $300
 
  
'''Reinforced mail''' - Mail armor with extra layers of mail or various arrangements of metal plates for added protection.
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'''Reinforced mail''' - Mail armor with various arrangements of metal plates on top for added protection.
 
* Armor +3
 
* Armor +3
 
* Covers torso, arms and legs
 
* Covers torso, arms and legs
 
* A raise on the attack roll decreases armor by 1
 
* A raise on the attack roll decreases armor by 1
* $700
 
 
'''NOTE:''' Suits of armor also come in lighter versions, padded vests and mail shirts, that only cover the torso. These have half the cost and weight of the full versions.
 
  
 
===Shields===
 
===Shields===
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* Parry +1
 
* Parry +1
 
* You can use the shield hand to wield a weapon, but won't get the shield's parry bonus while doing so
 
* You can use the shield hand to wield a weapon, but won't get the shield's parry bonus while doing so
* $25
 
  
 
'''Medium shield''' - Round or heater-shaped wooden shields. Usually about two feet wide, large enough to completely cover the wielder's torso.
 
'''Medium shield''' - Round or heater-shaped wooden shields. Usually about two feet wide, large enough to completely cover the wielder's torso.
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* Parry +1
 
* Parry +1
 
* Provides light cover against ranged attacks
 
* Provides light cover against ranged attacks
* $50
 
  
 
'''Large shield''' - Oval, rectangular or kite-shaped shields at least two feet wide and around four tall, covering the wielder from below the knee to above the shoulders.
 
'''Large shield''' - Oval, rectangular or kite-shaped shields at least two feet wide and around four tall, covering the wielder from below the knee to above the shoulders.
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* Parry +2
 
* Parry +2
 
* Provides medium cover against ranged attacks
 
* Provides medium cover against ranged attacks
* $200
 
  
 
===Weapons===
 
===Weapons===
[[File:Polearms.gif|thumb|These are all just cosmetic variations of "polearms" in mechanical terms, except the bardiche which is more of a "great axe", and the pike, which is, in fact, a "pike". Lighter versions of any of these could be "spears". Seems that, for some damned reason, the image won't display when resized; click through to the full size image if you wanna see it.]]
 
 
'''Dagger''' - A shortish blade usually around a foot long, light enough to throw and sometimes specifically balanced for flight. Everybody should have one, just in case!
 
'''Dagger''' - A shortish blade usually around a foot long, light enough to throw and sometimes specifically balanced for flight. Everybody should have one, just in case!
 
* Damage Str+d4
 
* Damage Str+d4
 
* 1-handed
 
* 1-handed
 
* Range 3/6/12 if thrown
 
* Range 3/6/12 if thrown
* $25
 
  
 
'''Short sword''' - A one-handed blade, significantly larger than a dagger but too light and short to make use of two hands.
 
'''Short sword''' - A one-handed blade, significantly larger than a dagger but too light and short to make use of two hands.
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* Parry +1
 
* Parry +1
 
* 1-handed
 
* 1-handed
* $200
 
  
 
'''Long sword''' - A longer and heavier blade on a hilt large enough for two hands, but still light enough to use in one hand. Popular with horsemen.
 
'''Long sword''' - A longer and heavier blade on a hilt large enough for two hands, but still light enough to use in one hand. Popular with horsemen.
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* Parry +1
 
* Parry +1
 
* 1/2-handed
 
* 1/2-handed
* $300
 
  
 
'''Great sword''' - A massive sword, over five feet long, too large and heavy for one-handed use. Mainly carried by elite infantry.
 
'''Great sword''' - A massive sword, over five feet long, too large and heavy for one-handed use. Mainly carried by elite infantry.
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* Parry +1
 
* Parry +1
 
* 2-handed
 
* 2-handed
* $400
 
  
 
'''Hand axe''' - A ubiquitous light tool and/or weapon, with a simple blade on the end of a wooden haft about two feet long.
 
'''Hand axe''' - A ubiquitous light tool and/or weapon, with a simple blade on the end of a wooden haft about two feet long.
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* Range 3/6/12 if thrown
 
* Range 3/6/12 if thrown
 
* 1-handed
 
* 1-handed
* $150
 
  
 
'''Battle axe''' - A larger and heavier axe, with up to four feet of haft and a broad blade, sometimes equipped with spikes or a hammerhead.
 
'''Battle axe''' - A larger and heavier axe, with up to four feet of haft and a broad blade, sometimes equipped with spikes or a hammerhead.
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* AP 1
 
* AP 1
 
* 1/2-handed
 
* 1/2-handed
* $250
 
  
 
'''Great axe''' - An extremely heavy axe, too large for one hand. Used by shock troops and barbarian warriors.
 
'''Great axe''' - An extremely heavy axe, too large for one hand. Used by shock troops and barbarian warriors.
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* AP 1
 
* AP 1
 
* 2-handed
 
* 2-handed
* $350
 
  
 
'''Club''' - A light bludgeon, usually made of wood or bone. Often an improvised weapon.
 
'''Club''' - A light bludgeon, usually made of wood or bone. Often an improvised weapon.
 
* Damage Str+d4
 
* Damage Str+d4
 
* 1-handed
 
* 1-handed
* $5
 
  
 
'''Mace''' - A bludgeon with a metal head, often flanged or spiked, and possibly a metal haft as well.
 
'''Mace''' - A bludgeon with a metal head, often flanged or spiked, and possibly a metal haft as well.
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* AP 2
 
* AP 2
 
* 1-handed
 
* 1-handed
* $200
 
  
 
'''Flail''' - A metal bludgeon with a short chain connecting the head to the haft. Hits hard, and can wrap around parries.
 
'''Flail''' - A metal bludgeon with a short chain connecting the head to the haft. Hits hard, and can wrap around parries.
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* Ignore parry bonuses from weapons and shields
 
* Ignore parry bonuses from weapons and shields
 
* 1-handed
 
* 1-handed
* $250
 
  
 
'''Staff''' - A stout pole of wood, typically around seven or eight feet long.
 
'''Staff''' - A stout pole of wood, typically around seven or eight feet long.
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* Parry +1
 
* Parry +1
 
* 2-handed
 
* 2-handed
* $10
 
  
 
'''Spear''' - A wooden pole with a light blade on one end. One of the most common weapons in the world.
 
'''Spear''' - A wooden pole with a light blade on one end. One of the most common weapons in the world.
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* Range 3/6/12 if thrown
 
* Range 3/6/12 if thrown
 
* 1/2-handed
 
* 1/2-handed
* $100
 
  
 
'''Pike''' - An extra long spear.
 
'''Pike''' - An extra long spear.
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* Reach 2"
 
* Reach 2"
 
* 2-handed
 
* 2-handed
* $200
 
  
'''Polearms''' - A myriad different weapon forms - halberds, bills, glaives etc. -that all boil down to a heavy blade on the end of a sturdy pole.
+
'''Polearms''' - A myriad different weapon forms that all boil down to a heavy blade on the end of a sturdy pole.
 
* Damage Str+d10
 
* Damage Str+d10
 
* Reach 1"
 
* Reach 1"
 
* 2-handed
 
* 2-handed
* $250
 
  
 
'''Sling''' - A strip of leather or braided length of cord that adds leverage and power to a flung stone or bullet.
 
'''Sling''' - A strip of leather or braided length of cord that adds leverage and power to a flung stone or bullet.
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* Damage Str+d4
 
* Damage Str+d4
 
* 1-handed
 
* 1-handed
* $10
 
  
 
'''Short bow''' - A light, compact bow used by hunters and skirmishers everywhere.
 
'''Short bow''' - A light, compact bow used by hunters and skirmishers everywhere.
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* Minimum Strength d6
 
* Minimum Strength d6
 
* 2-handed
 
* 2-handed
* $200
 
  
 
'''Long bow''' - A bow with an especially long and powerful stave, most often used by professional archers.
 
'''Long bow''' - A bow with an especially long and powerful stave, most often used by professional archers.
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* Minimum Strength d8
 
* Minimum Strength d8
 
* 2-handed
 
* 2-handed
* $250
 
  
 
'''Crossbow''' - These use a much shorter but more powerful stave to launch a heavier projectile, giving them shorter range but more penetrating power.
 
'''Crossbow''' - These use a much shorter but more powerful stave to launch a heavier projectile, giving them shorter range but more penetrating power.
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* Minimum Strength d6
 
* Minimum Strength d6
 
* 2-handed to reload, can be fired 1-handed with a -2 penalty
 
* 2-handed to reload, can be fired 1-handed with a -2 penalty
* $400
 
  
 
==Houserules==
 
==Houserules==
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===Languages===
 
===Languages===
A character knows a number of languages equal to half their Smarts die, plus one for each point put into Knowledge (languages) skill. You don't necessarily have to choose these at character creation, and can instead wait until it becomes relevant in play ("In fact, I happen to speak Prainish, having learned it from my traveling uncle as a child! Such a lucky coincidence!"). Most nations and states have their own language that shares more or less elements with their closest neighbours. Some other notable languages include:
+
A character knows a number of languages equal to half their Smarts die, plus one for each point put into Knowledge (languages) skill. Most nations and states have their own language that shares more or less elements with their closest neighbours. Some other notable languages include:
  
 
* '''Coastal Pidgin''' - A ragtag amalgam of dozens of tongues used as an informal ''lingua franca'' all along the southern coast.
 
* '''Coastal Pidgin''' - A ragtag amalgam of dozens of tongues used as an informal ''lingua franca'' all along the southern coast.

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