Cold as Bone

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A Savage Worlds fantasy campaign

TitanSkeleton.png

The World

The Nations of the North

The Northern Nations are a couple dozen small areas, none larger than a smallish US state or European country. Some are traditional clan holdings; others are centered around rogue Empire military forces that chose to claim land in their own name, or single cities ruled by popular demagogues. They trade, fight, and ally with each other, united by a complicated web of alliances, betrayals, family linkages and trade agreements, and every so many years one nation is conquered by another, or breaks free again.

  • Igenfrost is one of the more stable and northern-most of the Nations, set right in the foothills of the Last Mountains. It is ruled by Justiciar Tulth, an enormous warrior and devout follower of the sun goddess Bright Galda.

The Empire of the Sun

The Empire of the Sun is a vast, human-dominated empire that controls the southern two-thirds of the continent. Formerly an aggressive colonizer, it has slowed down in recent decades and is showing signs of decay. Within another century it may be gone, but for the moment it remains strong. The Empire has a cautious relationship with the Northern Nations, deeming them too problematic to conquer and for the most part trading with them. The Empire is viewed by the Northerners as powerful, dangerous, and untrustworthy, but also a provider of exotic southern goods and valuable foodstuffs.

The Last Mountains

The Last Mountains form the final border between inhabitable land and the howling arctic wastes beyond; some small, hardy communities of dwarves and firbolgs live among them, but common knowledge is that no one lives beyond them except cold-adapted animals and occasional monsters.

The Heroes

Korbinian Essar,
human male hexe
played by Leliel
Racial Abilities: Adaptable (bonus edge)
Attributes Derived Stats Skills Gear Powers
Agility d6 Pace: 6" Athletics d4 Backpack Faithful Grimhound
(Summon Ally; Hexenwerk, Necromancy Trappings)
Smarts d8 Parry: 4 Common Knowledge d4 Medic kit Hand of Glory
(Light/Darkness; Hexenwerk Trappings; Limitations: Self (limited); Skill Bonus: +1)
Spirit d6 Toughness: 7 (2) Fighting d4 Winter clothing Healing Pouch
(Healing; Hexenwerk, Potion Trappings)
Strength d4 Bennies: 3 Healing d6 Winter boots Ointment of the Hidden Realm
(Detect/Conceal Arcana)
Vigor d6 Intimidation d4 Dagger Poltergeist Lure
(Havoc; Hexenwerk, Necromancy Trappings)
Edges Hindrances Notice d6 Leather jacket (armor 2)
AB: Magic Enemy (minor) Occult d6 Enchanted mortar & pestle
Brave Heroic Persuasion d6 $445
New Powers Vengeful (minor) Research d4
Woodsman Spellcasting d8
Power Points Stealth d6
Survival d8+2
Character Name2,
description
played by X
Racial Abilities: X1, X2, X3
Attributes Derived Stats Skills Gear
Agility d6 Pace: 6" d6
Smarts d6 Parry: 5 d6
Spirit d6 Toughness: 5 d6
Strength d6 Bennies: 3 d6
Vigor d6 d6
Edges Hindrances d6
Edge1 Hind1 d6
Edge2 Hind2 d6
Edge3 Hind3 d6
Character Name3,
description
played by X
Racial Abilities: X1, X2, X3
Attributes Derived Stats Skills Gear
Agility d6 Pace: 6" d6
Smarts d6 Parry: 5 d6
Spirit d6 Toughness: 5 d6
Strength d6 Bennies: 3 d6
Vigor d6 d6
Edges Hindrances d6
Edge1 Hind1 d6
Edge2 Hind2 d6
Edge3 Hind3 d6
Character Name4,
description
played by X
Racial Abilities: X1, X2, X3
Attributes Derived Stats Skills Gear
Agility d6 Pace: 6" d6
Smarts d6 Parry: 5 d6
Spirit d6 Toughness: 5 d6
Strength d6 Bennies: 3 d6
Vigor d6 d6
Edges Hindrances d6
Edge1 Hind1 d6
Edge2 Hind2 d6
Edge3 Hind3 d6