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===NPCs of note===
 
===NPCs of note===
 
* [[Anaximander]]: Human Wizard, owner/operator of the Emerald Heron
 
* [[Anaximander]]: Human Wizard, owner/operator of the Emerald Heron
 
+
*
==The Jormungandr==
 
[[The Jormungandr]] is the ship that the group is assigned to. [[The Jormungandr]] has only a single mast, since its motive force is supplied by the equivalent of a steam engine, and the mast is only for steering and emergency maneuvers. The Jormungandr also has two "lifeboats"- small skiffs that can each hold eight men and are fitted with a heavy grapnel-throwing crossbow device that stows away when not needed.
 
 
 
The crew of the Jormungandr consists of a dozen men and dwarves who do all of the basic needs as far as rigging and ensuring the phlogiston processors and condensers remain in good repair. The minor helm is a large wooden throne with a metallic bowl, covered in runes. Yes, it looks like an electric chair. Unless a "spellcaster" (preferably a sorceror or psion) of the party uses the helm, a 1st level NPC sorceror helmsman guides the ship.
 
 
 
The better your INT, WIS, or CHA, the faster the ship goes. CHA gives it better speed, WIS gives it better handling, INT is a well rounded control.
 
  
 
==Threads==
 
==Threads==
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===Ship to Ship Combat...===
 
===Ship to Ship Combat...===
 
Is basically pointless. That is, broadsides and attacking the ship itself. A destroyed hull won't stop the chunks that are still stuck together from moving, and it will only have a decrease in maneuverability. The vast majority of naval actions in wildspace are boarding actions by ships with rams and a large amount of surly marine-types with crossbows and boarding axes, whose main priority is to fight their way to the helmsman, murder he or she, smash the helm, and fight their way back to their vessel. Some navies and races (the hobgoblins and several nations of humans) do prefer to cripple a ship thoroughly with bombards and scorpions, but they are in the minority. The majority of onboard weaponry is designed to kill enemy crew- grapeshot catapults, fireball swivel guns, and the like.
 
Is basically pointless. That is, broadsides and attacking the ship itself. A destroyed hull won't stop the chunks that are still stuck together from moving, and it will only have a decrease in maneuverability. The vast majority of naval actions in wildspace are boarding actions by ships with rams and a large amount of surly marine-types with crossbows and boarding axes, whose main priority is to fight their way to the helmsman, murder he or she, smash the helm, and fight their way back to their vessel. Some navies and races (the hobgoblins and several nations of humans) do prefer to cripple a ship thoroughly with bombards and scorpions, but they are in the minority. The majority of onboard weaponry is designed to kill enemy crew- grapeshot catapults, fireball swivel guns, and the like.
 
 
 
==Known Worlds==
 
 
===The Hallows===
 
Eventually, most people find themselves at least passing through the floating city of Hallows, the city of dead gods. For that it is what it is comprised of- vast corpses of ancient elf and hobgoblin deities, their names long forgotten, locked in an eternal struggle. There are three of them, two elf and a hobgoblin. The first god, called the Lady by the irreverent townsfolk, is the district of the wealthy, and consists of the weathered remains of an elf woman. She kneels, cradling the fallen form of the second elf, the Fallen, upon which the bulk of the city is built. Connected by a vast spiked chain of the same chalky stone, wrapped around the waist of the fallen elf, is an armored hobgoblin, the Slayer, where the military and higher government of the city resides. Hallows is a holy place to both the elves and hobgoblins, and by treaty is the only place in all of Wildspace that the two races meet without elaborate truce discussions. The city is neutrally held by a joint council of dwarves, illithid, and giants, with the current mayor being a giant, a former pirate named Clever Jack who sponsors many privateers and merchant companies. The city is a flamboyant cultural melting pot, with staid elf Imperials meeting with hobgoblin sons of the Wolf in seedy opium dens, dwarf merchants selling slaves to illithids in the shadows of their great conch-towers, and members of a hundred other races going about their business and worship both above and below the city streets.
 
 
===Kali's Throne===
 
The throneworld of the Ghuk-ta-Kali, a vast planet of rolling plains and dense forests, interspersed by barren towers of pitted iron far larger than the hobgoblins could have built themselves. It is thought these towers may be semi-natural, as an area of Acheron lies very near the planet and some of that strange energy may have leaked in ancient times.
 
 
===Drakara/Trakash===
 
Drakara is a planet on the rim of currently charted territory. "Found" by Anaximander himself it is the home of one of his most trusted companions, Garash Merkel. The planet is dominated by the Drakar Empire, or The Empire of the Dragons, which is, not surprisingly ruled by dragons. The inhabitants of Drakar consider the dragons to be holy animals and their pantheon consists of five dragons and two dragonborn (the two last ones also the Commander in Chief and Prime Minister of the Court).
 
The name Drakara comes, not surprisingly from Drakar, in fact the rest of the planet calles the planet Trakash, which is the word for 'planet' in the second largest language on the planet.
 

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