Difference between revisions of "Blue Rose: The Law as Stone"

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(NPCs)
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* Henoch
 
* Henoch
 
** Most violent member of the Guard
 
** Most violent member of the Guard
 
+
==The Moynrot Clan==
**
+
The Moynrots are a clan of Trebutane who have settled near the Groivelder.  They are a smaller clan, and more xenophobic.  The two clans have a tense relationship.
 +
* Grendin
 +
** Grendin is a hunter and tracker among the Moynrot.  He was sent by his clan into Groivelder lands after their diviners sensed a corruption of some kind.
 +
==Wolf-Kin==
 +
* Thunder Oaksway
 +
** Thunder is the leader of a small contingent of Wolf-Kin who have never accepted the Trebutane and view them as a threat to the Forest. Lady Laerke finds Thunder to be troublesome for her goals, but cannot act directly against her due to his good reputation among many of the Forest Folk.
 +
==Kernish agents==
 +
* Turn
 +
** Turn has never been seen, but they are the head of Kernish spying activities in this region. Nothing is known about them, other than they appear to be methodical and patient.  There are many rumors about Turn:
 +
*** Nobody knows Turn's appearance because he's actually a Vata'an, spared from being executed so he can infiltrate beyond Kern without being suspected.
 +
*** Turn has seduced many young peasant men and women in their time active here, and has abused psychic arcana to leave them as sleeper agents.
 +
*** Some say "Turn" is not one person, but five. including a black rhy-dog.
 +
*** Branwen suspects they are here to sow distrust and paranoia more than anything, and in this environment, they may well succeed.
 +
*** Turn wields a cryston called Soul Shatter
 +
*** Turn is a sorcerer whose true alliance is with destruction, not Kern. Whatever will harm the world most is what Turn will do.

Revision as of 11:45, 11 November 2017


This is a campaign run by Nick the Nevermet.

Characters

Amaya

  • Player: Squidhead Jax
  • Race: Vata’Sha
  • Background: Kernish
  • Class: Warrior
  • Level 1
  • Max Health: 34
  • Current Health: 34
  • Fatigue: 0
  • Conviction: 3
  • Corruption: 0
  • Speed: 12
  • Defense: 14
  • Armor: 5
  • Penalty: -3

Attributes & Focuses

  • Accuracy 0
  • Communication 0
  • Constitution 1
    • Stamina
  • Dexterity 2
  • Fighting 3
  • Intelligence 2
    • Cultural Lore
  • Perception 2
  • Strength 2
  • Willpower 1

Persona

  • Calling: The Priestess ( Oneness with Spirit )
  • Destiny: Nine of Swords ( Compassionate )
  • Fate: Two of Rods ( Pugnacious )
  • Goal: Save a Life
  • Goal: Learn the Spirit Dance
  • Relationship (2): Treadfoot (Bonded)
  • Relationship (1): Branwen (Admires)

Powers, Talents, & Arcana

  • Healing Arcane Talent, Novice
  • Shield & Weapon Style, Novice
  • Arcana
    • Cure
    • Psychic Shield
    • Second Sight

Weapons & Gear

  • Weapons
    • Longsword 2d6
    • Throwing Axes 1d6+2
    • Flail 1d6+3
  • Gear
    • Medium Shield +2 def
    • Medium Armor +5 armor

Branwen

  • Name: Branwen
  • Player: Hardcore Keltoid
  • Race: Night Person
  • Background: Aldin
  • Class: Warrior
  • Level: 1
  • Current Health: 25
  • Max Health: 25
  • Fatigue: 0
  • Conviction: 4
  • Corruption: 0
  • Speed: 10
  • Defense: 2
  • Armor: 5
  • Penalty: 2

Attributes & Focuses

  • Accuracy 0
  • Communication 1
    • Persuasion
  • Constitution 3
    • Stamina
  • Dexterity 0
  • Fighting 4
  • Intelligence 0
  • Perception 0
  • Strength 4
  • Willpower 3


Persona

  • Calling: Championing the everyday
  • Destiny: Resolute
  • Fate: Obsessive
  • Goal: Be a fair lady or lord’s champion
  • Goal: Rescue a Night Person from bondage.
  • Relationship (2): Kalifae
  • Relationship (1): Lady Laerke Otterled is a good woman, that she trusts me to undertake a diplomatic mission is very strange, and I can only assume it is an act of generosity on her part.

Powers, Talents, & Arcana

  • Darkvision 30 feet
  • Arcana

Weapons & Gear

  • Weapons
    • Flail 1d6+7
    • One-handed axe 2d6+4
    • A bag of javelins 1d6+7 8/16
  • Gear
    • Medium armor (brigandine)
    • Medium shield

Kalifae Ael'Hagin

  • Player: Ajdynon
  • Race: Human
  • Background: Lar'tyan
  • Class: Warrior
  • Level:1
  • Current Health: 35
  • Max Health: 35
  • Fatigue: 0
  • Conviction: 3
  • Corruption: 0
  • Speed: 12
  • Defense: 14
  • Armor: 5
  • Penalty: -2

Attributes & Focuses

  • Accuracy 0
  • Communication 0
    • Persuasion
  • Constitution 3
  • Dexterity 2
    • Riding
  • Fighting 3
  • Intelligence 0
  • Perception 1
  • Strength 2
  • Willpower 1
    • Self-Discipline

Persona

  • Calling: Justice
  • Destiny: Courageous
  • Fate: Stubborn
  • Goal:
  • Goal:
  • Relationship (2): Lady Laerke Otterled
  • Relationship (1): Sisterhood of Aulora (Lar'tyan church militant) - I was trained by the Sisterhood, and will ever revere Aulora as my patron

Powers, Talents, & Arcana

  • Weapon groups: Brawling, Polearms, Heavy Blades
  • Two-Handed style
  • Arcane Talent (Meditative)

Weapons & Gear

  • Weapons
    • Long Sword
  • Gear
    • Medium Armor
    • Medium Shield

Treadfoot

  • Name: Treadfoot
  • Player: Baeraad
  • Race: Rhy-Bear
  • Background:
  • Class: Adept
  • Level: 1
  • Current Health: 30
  • Max Health: 30
  • Fatigue: 0
  • Conviction: 3
  • Corruption: 0
  • Speed: 10
  • Defense: 10
  • Armor: 0
  • Penalty: 2d6

Attributes & Focuses

  • Accuracy 0
  • Communication 3
  • Constitution 4
  • Dexterity 0
  • Fighting 2
  • Intelligence 4
    • Natural Lore
  • Perception 0
    • Smelling
  • Strength 3
  • Willpower 3

Persona

  • Calling: The Sun ( championing the everyday )
  • Destiny: Nine of Swords ( Compassionate )
  • Fate: King of Rods ( Self-Righteous )
  • Goal: Teach the humans of northern Aldis to be gentle and peaceful
  • Goal: Find and confront the human poacher who killed my mother
  • Relationship (2): Amaya
  • Relationship (1): The priesthood of Felisar represents the best in humanity, and deserve my support

Powers, Talents, & Arcana

  • Animist Talent, Novice
  • Healing Talent, Novice
  • Psychic Talent, Novice
  • Medicine, Novice
  • Arcana
    • Animal Messenger
    • Animal Summoning
    • Cure
    • Enhancement
    • Psychic Contact
    • Psychic Shield
    • Second Sight

Weapons & Gear

  • Weapons
    • Bite 1d6+1
    • Claw 2d6
  • Gear

NPCs

Aldins

  • Lady Laerke Otterled
    • Lady Laerka is the Regional Noble of Aldin for the lands at the southern edge of the Pavin Weald, near the Rose River. Her relatively light demeanor obscures the fact she is an extremely intuitive diplomat and negotiator. She has made it her business to try and improve connections with both the Trebutane and the Forest Folk. When the Groivelder Clan of the Trebutane came to her with a plan to both better connect them to the Kingdom and also help Aldis gain intelligence on Kern. She selected to the PCs by hand to hear the clan’s offer and demands.

The Groivelder Clan

The Groivelders are a clan of Trebutane. Their interpretation of their scripture allows for greater contact with non-Trebutane than many of the clans, though the customs for members of the clan are just as strict as they are for any of Anwaren’s Yeomans. Under the leadership of the senior Hara, Hazkel Burko Groivelder, they have began a negotiation with Lady Laerke. In exchange for resources and trade, the Groivelder will help Aldis connect with Trebutane rebels in Kern. The Groivelders hope to use the increased political and economic power of this deal to help unify the Trebutane.

  • Hazkel Burkko Goivelder
    • Hazkel is a pragmatist, known for thinking about the long term consequences of everything, ranging from abstract hermeneutical principles to ethics to politics. The Law may consider intent, but the outcome is always the central concern. He has come to the conclusion that the increasing fragmentation of the Trebutane must end, and creating a formal agreement with the Aldin government is the best way to ensure the long term prosperity and autonomy of his people. He has been accused of being heartless, foolish, a reactionary, and a reformist, but none accuse him of selfishness.
  • Gittel Burkko Groivelder
    • Sister to Hazkel, she runs a successful textile business among the Groivelder and beyond to other clans. While Hazkel wields a stunning intellect and knowledge of Har'Anwan, Gittel wields the money that bankrolls his efforts.
  • Chatzkel Lub Groivelder
    • Trebutane Scout, sent to bring the envoys of Lady Laerke to the Groivelder.
  • Ali
    • Young girl. The delinquents tried to kidnap her when they tried to leave the Groivelder Stott.

Delinquents

  • Carr
    • Delinquent. Ali's best friend. Tried to abduct her
  • Japh
    • Biggest of the delinquents. Sarcastic, smart, and has a short temper.
  • Calev
    • Delinquent. Escaped into the woods.
  • Batzael
    • Delinquent. Very loyal, very slow.

Guardsmen of Groivelder Stott

  • Undrei
    • Clean, respectable, strives for stability and order. Over his head.
  • Phed
    • Undrei's trusted second.
  • Henoch
    • Most violent member of the Guard

The Moynrot Clan

The Moynrots are a clan of Trebutane who have settled near the Groivelder. They are a smaller clan, and more xenophobic. The two clans have a tense relationship.

  • Grendin
    • Grendin is a hunter and tracker among the Moynrot. He was sent by his clan into Groivelder lands after their diviners sensed a corruption of some kind.

Wolf-Kin

  • Thunder Oaksway
    • Thunder is the leader of a small contingent of Wolf-Kin who have never accepted the Trebutane and view them as a threat to the Forest. Lady Laerke finds Thunder to be troublesome for her goals, but cannot act directly against her due to his good reputation among many of the Forest Folk.

Kernish agents

  • Turn
    • Turn has never been seen, but they are the head of Kernish spying activities in this region. Nothing is known about them, other than they appear to be methodical and patient. There are many rumors about Turn:
      • Nobody knows Turn's appearance because he's actually a Vata'an, spared from being executed so he can infiltrate beyond Kern without being suspected.
      • Turn has seduced many young peasant men and women in their time active here, and has abused psychic arcana to leave them as sleeper agents.
      • Some say "Turn" is not one person, but five. including a black rhy-dog.
      • Branwen suspects they are here to sow distrust and paranoia more than anything, and in this environment, they may well succeed.
      • Turn wields a cryston called Soul Shatter
      • Turn is a sorcerer whose true alliance is with destruction, not Kern. Whatever will harm the world most is what Turn will do.