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(2. Character Information)
(2. Character Information)
 
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* The Southern Nations
 
* The Southern Nations
Ironically, the area in which our adventure actually takes place... and there's no proper write up of it yet. I imagine it'll be something European in flavour, but your guess is as good as mine at this stage.
+
A combination of the following Kingdoms: The Wildlands, the Freelands, Galea, Olara, and the Elvish Nation. A loose confederacy at best, mostly combined to counter the aggressions of their more expansionist Northern neighbours. Sadly, the Wildlands, Freelands and Galea do not have proper write-ups yet... but additional information will be added as it becomes available.
  
 
* [http://talisman-studios.com/index.php?blog=11&cat=57 Goblinesh Gathers]
 
* [http://talisman-studios.com/index.php?blog=11&cat=57 Goblinesh Gathers]
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The party currently consists of the following adventurers:
 
The party currently consists of the following adventurers:
 +
<br>
 +
<br>
  
 +
[http://wiki.rpg.net/index.php/ShaintarAdventures_GreyRangers:Character02 Erron Field, Human Rogue from the Malakar Dominion]
 +
<br>
 +
<br>
  
<b>Martin Dorneld, Human Sorcerer from Galea</b>
+
[http://wiki.rpg.net/index.php/ShaintarAdventures_GreyRangers:Character03 Kaltha, Brinchie Ex-Thief from Camden]
{| class="wikitable"
 
|-
 
! Stats
 
!
 
! Skills
 
!
 
! Edges
 
! Hindrances
 
! Other
 
|-
 
| Strength
 
|1D6
 
| Fighting
 
|1D6
 
| Sorcery
 
| Heroic
 
| Power Points: 10
 
|-
 
| Agility
 
| 1D6
 
| Healing
 
| 1D6
 
| Extra Power
 
| Overconfidence
 
|-
 
| Spirit
 
| 1D6
 
| Knowledge (Legends)
 
| 1D6
 
|
 
| Loyal
 
|-
 
| Vigor
 
| 1D6
 
| Knowledge (Magic)
 
| 1D10
 
|-
 
| Smarts
 
| 1D10
 
| Sorcery
 
| 1D10
 
|-
 
|
 
|
 
| Riding
 
| 1D6
 
|-
 
| Parry
 
| 5
 
| Guts
 
| 1D4
 
|-
 
| Toughness
 
| 5 (6)
 
| Notice
 
| 1D4
 
|}
 
 
 
''Principles:'' Cantrips, Phantasms, Nicoli's Lightning Storm (+2 AP vs metal armour), Dorneld Bat-Signal, Warrior's Gift
 
 
 
''Background:''
 
Martin is a young man of a small noble house from the kingdom of Galea, the fourth and youngest son. Although his family lacks political influence or great wealth they are extremely proud, especially of their long line of great warriors and knights. Every member of the clan seeks to emulate their warrior ancestors and they are known as some of the finest fighters in the kingdom.
 
 
 
However, Martin's father, Cerald, was not a man to be bound by tradition and he was observant enough to notice that Martin showed greater aptitude with books and words than with a blade. Rather than force his youngest son onto the training ground with his brothers he hired tutors for the boy to help him pursue other talents. When his talent for magic became apparent Martin was sent to study the manipulation of the Aether.
 
 
 
Martin proved to be an able student and by the age of 20 he completed his training in the basics of Sorcery and would likely have attained the title of Mage in a few more years if his studies had not been interrupted by his father's death.
 
 
 
After returning home to pay his respects and mourn his father things turned much harder for Martin. His brothers did not have their father's appreciation for pursuits other than the art of battle and his eldest brother was not willing to open the family purse any further to allow Martin's education to continue.
 
 
 
Although there was no hatred between Martin and his three brothers they certainly looked down on the pursuit their youngest sibling had chosen for himself. In a family of warriors Martin recieved little respect and no small amount of ridicule.
 
 
 
Without the money to return to his studies, and no one in the family willing to give any responsibility to someone who could barely hold a blade Martin sought out a position in the Rangers to prove himself to his family (or at least to get away from them).
 
 
 
Although Martin is actually a fairly competent warrior, this is mostly incidental training and tricks he's picked up simply as a result of living in the same house with his family, compared to the rest of his brothers (all extremely capable swordsmen) he's a barely competent novice.
 
 
 
Also worth noting; although he is a noble by birth his status as the black sheep of the family means he doesn't have the Noble edge, the family treasury is closed to him and his status as 4th son ensures little in the way personal reputation or influence.
 
 
 
 
 
'''Erron Field'''<br>
 
<br>
 
'''Race:''' Human<br>
 
 
<br>
 
<br>
'''Strength'''-1d6<br>
 
'''Agility'''-1d8<br>
 
'''Spirit'''-1d6<br>
 
'''Vigor'''-1d6<br>
 
'''Smarts'''-1d8<br>
 
 
<br>
 
<br>
  
'''Fighting'''-1d8 (3)<br>
+
[http://wiki.rpg.net/index.php/ShaintarAdventures_GreyRangers:Character05 Kenssei vo Trasshka, Dregordian Paladin from Dregordia]
'''Shooting'''- 1d6 (2)<br>
 
'''Survival'''- 1d8 (2, advance)<br>
 
'''Tracking'''- 1d8 (2, advance)<br>
 
'''Guts'''- 1d6 (2)<br>
 
'''Stealth'''- 1d8 (3)<br>
 
'''Climbing'''- 1d4 (1)<br>
 
'''Notice'''- 1d6 (Diverse)<br>
 
 
<br>
 
<br>
'''Edges:'''<br>
 
Alertness (Adaptable)<br>
 
 
<br>
 
<br>
'''Hindrances:'''<br>
+
 
Enemy 2 (Lords of the Red Oak)<br>
+
[http://wiki.rpg.net/index.php/ShaintarAdventures_GreyRangers:Character06 Corbin Dallas, Human warrior from the Wildlands]
Wanted 1<br>
 
Delusional 1 (“The Lords are everywhere!”)<br>
 
 
<br>
 
<br>
'''Parry:''' 6 (+1 w/ bracers, +1 w/ buckler)<br>
 
'''Toughness:''' 5 (+2 w/ leather)<br>
 
'''Pace:''' 6<br>
 
<br>
 
Bow: 2d6 12/24/48<br>
 
Dagger: Str + 1d4<br>
 
Sabre: Str +1d6<br>
 
 
<br><br>
 
<br><br>
  
'''Background'''<br><br>
+
For Servants, Mounts, and other such information, please see [http://wiki.rpg.net/index.php/ShaintarAdventures_GreyRangers:Allies Allies]
  
In the Malakar Dominion, you are what you make yourself. Snatch and grab any scrap of power and hold on to it, and you just might rise above. Erron Field thought he could be a bandit prince, and perhaps even the leader of an Association. The Lords of the Red Oak had other ideas.<br><br>
+
==3. Rules and Associated Fun!==
  
Erron had it all: he could shoot, he could track, he could live out in the woods, and he was a terror with a longsword. So when he recruited six childhood friends from his no-name backwater village and went to work robbing caravans, he thought he was on the fast track to wealth and power. He was wrong.<br><br>
+
For the "Test Drive" information of Savage Worlds, please go [http://www.peginc.com/Games/SavageWorlds/Downloads/TestDrive.pdf here]. Here you will find the basics of the system, including simple character generation and combat examples.
 +
<br>
 +
Additionally, the following information may prove very useful to the adventurers of Shaintar:
 +
* [http://talisman-studios.com/index.php?blog=11&cat=43 The Magic of Shaintar]
 +
<br>
 +
<br>
 +
==4. Our Adventures Thus Far==
  
Erron's little "association" (notice the lowercase a) did pretty well for themselves, for a while. They all knew the terrain and were young and vigorous, able to overpower guards and intimidate Guildsmen. The few good scores they pulled doomed them.<br><br>
+
The Duchy of Deresford is relatively new territory and against all odds prosperous. Duke Osweald is the fifth son of a powerful Olaran noble. He came to the Wildlands with a company of his father's spearmen and a few Knights and soon carved out a territory of his own. The land he claimed wasn't promising on first view, but canny man, the Duke introduced Sheep farming and terracing to get the most of the land and now has built up a very good wool and dye trade. He also discovered ore deposits and operates a number of open copper mines. The wool goes south to the port town of Coastline where it is traded at very good profit and the ore goes north to the Korg Humps where the Dwarves are more than happy to trade for it.
  
Once the local Association, the Lords of the Red Oak, got wind of their operation, their fate was sealed. Erron watched from the bushes as the Lords hung his gang, his six closest friends, upside down and gutted them like deer. Erron wanted to charge into the fray, but he knew he'd end up Riding The Oak with them. <br><br>
+
Before Duke Osweald arrived there were just a few goatherds and their families, since his arrival Wildlanders have arrived to farm, mine, trade or serve as soldiers for the Duke. There is of course a large population of Olarans and many families have come from the lands of the Malakar Dominion. The latter come seeking a new, peaceful, and honest life away from the oppression and corruption of the Dominion.
  
How could he go back to his village? How could he face his friends' parents? How could he stay and live under the Lords' noses? He couldn't. So he ran. He ran far and fast, and ended up in the Wildlands and the Rangers. His tracking skills and woodcraft were in high demand, as were his sure shot with a bow and skill with a blade. He joined the Rangers to put distance between himself and the Lords, but he just might do some good, and quiet ghosts from his past, blood crying out from beneath the Red Oak.
+
There is one trade town that has grown up around the Duke's Keep and several villages. However, Deresford's, mainly human, population is , for the most part, spread over the hills on small isolated farmsteads.
  
<br><br><br><br>
+
Our intrepid group, accompanied by a group of fellow Rangers, set out for the Keep. However, on our first night out, Sergeant MacRoth, commander of the expedition and in charge of the final watch of the night, has disappeared!

Latest revision as of 07:53, 6 August 2008

Adventures in Shaintar: The Grey Rangers[edit]

This is the Wiki for the upcoming PBP RPG set in Shaintar, using the Savage Worlds rule set. Hopefully all the useful information will be kept here. That's the plan, at least.

  1. Setting Information
  2. Character Information
  3. Rules and Associated Fun
  4. Our Adventures Thus Far (In Brief)
  5. Misc

1. Setting Information[edit]

The world of Shaintar is described, with a little history and discussion on magic, here: Shaintar

A more comprehensive time-line, with all the details you could ever want about the ancient history of Shaintar, is located here: Time-Line

The map of Shaintar can be seen here: Map

The adventure starts in the city of Kythros, in the Wildlands region of Shaintar. To locate the city, look at the south/central region of the map, southeast of The Elvish Nation, on the shores of lake Vastok (Recommended zoom is 300% or so).

The world of Shaintar features many diverse empires, kingdoms, and oligarchies. A brief (and occasionally not-so-brief) summary of the major players is located in the following list.

The evil human Empire to the north. Expansionist, militaristic, worshiping gods of evil and war... bad guys.

Necromany, undead, and a land forever locked in eternal twilight. Also bad guys.

Think "The Medieval Catholic Church", but add a few more dashes of pure evil. Also bad guys. But with good food.

An entire nation run by criminals, murderers, thieves, and lawyers.

Three quarters of a million humans and dwarves... the first line of defence... our last, best hope for peace, all alone in the night. Think a mix of Germany and Nordic heroes... heavy drinkers, good fighters.

8 princes and 1 princess all striving for survival and glory in the harsh Eternal Desert. The cradle of mankind and home of the fiercest calvary in Shaintar. Some good, some bad... just be careful of the worms.

Half-elven warrior monks and druids snuggled on a paradise island. Home of the only martial art in Shaintar.

An entire nation of upright-walking dinosaurs with opposable thumbs and rules for polite behaviour that would make the Japanese blush. Smack in the middle of a jungle.

Elves. In a nation. There are trees too. Go figure.

  • The Southern Nations

A combination of the following Kingdoms: The Wildlands, the Freelands, Galea, Olara, and the Elvish Nation. A loose confederacy at best, mostly combined to counter the aggressions of their more expansionist Northern neighbours. Sadly, the Wildlands, Freelands and Galea do not have proper write-ups yet... but additional information will be added as it becomes available.

Not a "nation" so much as a "people", the Goblinesh Gathers describes the homes of the Goblin, Orc and Ogre people of Shaintar. Scattered throughout the land and in every nation, the Goblinesh people have no single nation but many similarities.

2. Character Information[edit]

The party currently consists of the following adventurers:

Erron Field, Human Rogue from the Malakar Dominion

Kaltha, Brinchie Ex-Thief from Camden

Kenssei vo Trasshka, Dregordian Paladin from Dregordia

Corbin Dallas, Human warrior from the Wildlands


For Servants, Mounts, and other such information, please see Allies

3. Rules and Associated Fun![edit]

For the "Test Drive" information of Savage Worlds, please go here. Here you will find the basics of the system, including simple character generation and combat examples.
Additionally, the following information may prove very useful to the adventurers of Shaintar:



4. Our Adventures Thus Far[edit]

The Duchy of Deresford is relatively new territory and against all odds prosperous. Duke Osweald is the fifth son of a powerful Olaran noble. He came to the Wildlands with a company of his father's spearmen and a few Knights and soon carved out a territory of his own. The land he claimed wasn't promising on first view, but canny man, the Duke introduced Sheep farming and terracing to get the most of the land and now has built up a very good wool and dye trade. He also discovered ore deposits and operates a number of open copper mines. The wool goes south to the port town of Coastline where it is traded at very good profit and the ore goes north to the Korg Humps where the Dwarves are more than happy to trade for it.

Before Duke Osweald arrived there were just a few goatherds and their families, since his arrival Wildlanders have arrived to farm, mine, trade or serve as soldiers for the Duke. There is of course a large population of Olarans and many families have come from the lands of the Malakar Dominion. The latter come seeking a new, peaceful, and honest life away from the oppression and corruption of the Dominion.

There is one trade town that has grown up around the Duke's Keep and several villages. However, Deresford's, mainly human, population is , for the most part, spread over the hills on small isolated farmsteads.

Our intrepid group, accompanied by a group of fellow Rangers, set out for the Keep. However, on our first night out, Sergeant MacRoth, commander of the expedition and in charge of the final watch of the night, has disappeared!