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====House rules and rulings====
 
====House rules and rulings====
  
=====Character creation=====
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=====Character creation===
  
Starting Interests: You start with 4 languages: 1 native (chosen from one of your races languages), the universal language trade and 2 other from any language that not restricted from you, a study in your culture or homeland, a study in a career and 4 additional interests of your choice.
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Starting Interests:You start with 3 languages ,1 native (chosen from one of your races languages), an universal (trade, academic or noble) and 1 other from any language that not restricted from you, a study in your culture or homeland, a study in a career and 4 additional interests of your choice.
  
  
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Starting feats: All PC’s gain 1 free feat at level 1 that is to be used either on a Species feat or basic skill mastery (Race), other feats might be available on discussion. Because a lot of the different races are based on taking a feat at first level and I want to increase diversity this rule exist to allow it. Basic skill mastery (Race) are skill mastery pairs only available at character creation, chosen to give an insetting feel for the non specialised races
 
Starting feats: All PC’s gain 1 free feat at level 1 that is to be used either on a Species feat or basic skill mastery (Race), other feats might be available on discussion. Because a lot of the different races are based on taking a feat at first level and I want to increase diversity this rule exist to allow it. Basic skill mastery (Race) are skill mastery pairs only available at character creation, chosen to give an insetting feel for the non specialised races
  
=====Rolls=====
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====Rolls===
  
 
Knowledge checks: To re-balance larger amount of starting interests I'm adding 5 to the dc's on the knowledge check tables, not perfect but it means characters on the high end of interest can only reach the same level of knowledge checks as characters with the standard rules and the lower end while not reaching the same height of knowledge makes up with greater company in the levels they do reach.
 
Knowledge checks: To re-balance larger amount of starting interests I'm adding 5 to the dc's on the knowledge check tables, not perfect but it means characters on the high end of interest can only reach the same level of knowledge checks as characters with the standard rules and the lower end while not reaching the same height of knowledge makes up with greater company in the levels they do reach.
  
=====Gear and items=====
 
  
'''Prototype upgrade''': an item upgrade that allows a object to count as one era lower then normal at the price of stability, difficulty to build and price. To allow all items to exist while keeping the setting at a less organised era. As I want a setting of mostly city states with the rare kingdom.
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====Gear and items===
 
 
Prototype, type Craftsmanship, Const -1 min 1, Comp X2, Era ancient(item's era is considered one less), Cost +200%
 
  
 
'''Food and Drink''': Instead of the first food and drink of the day having it's effect players get to choose which affects that day, characters that gain the benefit of two foods and drinks per day get to choose which two.  
 
'''Food and Drink''': Instead of the first food and drink of the day having it's effect players get to choose which affects that day, characters that gain the benefit of two foods and drinks per day get to choose which two.  
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'''1 rep Trinkets''': RP effect that might be extra useful / arguably uncommon or replaces a substantial item or multiple cheap ones.
 
'''1 rep Trinkets''': RP effect that might be extra useful / arguably uncommon or replaces a substantial item or multiple cheap ones.
 
===Misc setting information===
 
 
====Currency====
 
 
Beads: very small misshapen bits: 0.1 silver on average
 
 
Small Tile: A small thin square of material: 1 book silver
 
 
Bauble​: a small marble sized sphere: 5 book silver
 
 
Tile: A thick square of material twices the size of a small tile: 10 silver
 
 
Rod: a rod of material that fits inside an adults hand: 25 silver
 
 
Measure: a long rod of material also a standard measure of size: 50 silver
 
 
Grand plate: A massive disk as large as an adult hand: 100 silver
 
  
 
==Otter's ransom==
 
==Otter's ransom==
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*[[FantasyCraft:Otters_Ransom:Johan_blackgrove|Johan Blackgrove]] Male Human Miner @Plotted Plant
 
*[[FantasyCraft:Otters_Ransom:Johan_blackgrove|Johan Blackgrove]] Male Human Miner @Plotted Plant
 
*[[FantasyCraft:Otters_Ransom:Navi|Navi]] Female Warg Sorcerer Mage @Silvercat Moonpaw
 
*[[FantasyCraft:Otters_Ransom:Navi|Navi]] Female Warg Sorcerer Mage @Silvercat Moonpaw
*[[FantasyCraft:Otters_Ransom:Ssarwel|Ssarwel]] Saurian Physician Sage @Hammel
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*[[FantasyCraft:Otters_Ransom|Unnamed]] Saurian Physician Sage @Hammel
 
*[[FantasyCraft:Otters_Ransom:Michael_Mitchell|Michael Mitchell]] Male Ratling Fencer Soldier @Sterroth
 
*[[FantasyCraft:Otters_Ransom:Michael_Mitchell|Michael Mitchell]] Male Ratling Fencer Soldier @Sterroth
*[[FantasyCraft:Otters_Ransom:Mushka|Mushka]] Male Human Corsair Captain @Sam I Am
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*[[FantasyCraft:Otters_Ransom|Unnamed]] TBD @Sam I am
 
 
 
 
[[FantasyCraft:Otters_Ransom:Party_resources|Party Resources]]
 
  
  
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====Sylver====
 
====Sylver====
A mostly temperate rainforest like region areas not covered in forest are mostly wild plains, Home to mostly to feral-folk and Beast-folk and the more mystical races the area architecture is greatly incorporated into the wilds. An exporter of ranched farmed and hunted meats and animal products, the hard to grow herbs and spices along with aromatic woods, lumber and their products. Many say it is full of portals to ethereal realms, though this hasn't been confirmed. That said it does share a major Realm harbour with its neighbour Agichestershire.
+
A mostly temperate rainforest like region areas not covered in forest are mostly wild plains, Home to mostly to feral-folk and Beast-folk and the more mystical races the area architecture is greatly incorporated into the wilds. An exporter of ranched farmed and hunted meats and animal products, the hard to grow herbs and spices along with aromatic woods, lumber and their products. Many say it is full of portals to ethereal realms, though this hasn't been confirmed. That said it does share a major Realm harbour with its neighbour region 6.
 
 
 
====Cartrefcarreg====
 
====Cartrefcarreg====
A region made almost completely out of Mountains and valleys there are still places untouched by civilised folk (open question if areas visited by wild drakes count). This region is rich in veins of metal, precious stones and high quality stone that the locals mine and used in their crafts and homes. Most building though in the region are carved to cliff faces rather then built with the fertile valleys almost exclusively used for farming.
+
A region made almost completely out of Mountains and valleys there are still places untouched by civilised folk (open question if areas visited wild drakes count). This region is rich in veins of metal, precious stones and high quality stone that the locals mine and used in their crafts and homes. Most building though in the region are carved to cliff faces rather then built with the fertile valleys almost exclusively used for farming.
 
 
 
====Tujaalbahr====
 
====Tujaalbahr====
 
Surprisingly dry for a sea bordering area and hot for its place in the world, the suspected reason for this is the large population of minor fire and related elementals which suggests a powerful elemental calls this region home affecting the climate. This region is one of the richest as it focuses on trade both with the local regions but also with far off lands, it can reach out to these by both its sea routes and minor realm harbours. Those who do not directly engage in international trade focus on the arts and craftsmanship with local and imported goods. A hard to disprove claim is that the majority of the pirates of the bay come from this region but seeing as this region suffers most from them, it is considered a primarily internal problem by most. While it rents port towns to other nations, it does so in far smaller number than Lanc'cust (region 4) preferring to act as a intermediate trader instead.
 
Surprisingly dry for a sea bordering area and hot for its place in the world, the suspected reason for this is the large population of minor fire and related elementals which suggests a powerful elemental calls this region home affecting the climate. This region is one of the richest as it focuses on trade both with the local regions but also with far off lands, it can reach out to these by both its sea routes and minor realm harbours. Those who do not directly engage in international trade focus on the arts and craftsmanship with local and imported goods. A hard to disprove claim is that the majority of the pirates of the bay come from this region but seeing as this region suffers most from them, it is considered a primarily internal problem by most. While it rents port towns to other nations, it does so in far smaller number than Lanc'cust (region 4) preferring to act as a intermediate trader instead.
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A long thin nation or at least it's mainland part no it's land border is never more then a month travel by foot from the sea. Like Tujaalbahr it's sea border is even more ill defined then it's land borders. This nation due to the large number of finfolk and aquatic adapted versions of standard races focuses on fishing the surface and foraging/farming the sea floor of it's bounty. Almost self sufficient most trade revenue it gets is tariffs on good's passing through it's border and the renting of ports towns to the other nations rather then direct profit from trade. Hold claim over a large number of fully under water towns it sometimes boosts it's the largest region.
 
A long thin nation or at least it's mainland part no it's land border is never more then a month travel by foot from the sea. Like Tujaalbahr it's sea border is even more ill defined then it's land borders. This nation due to the large number of finfolk and aquatic adapted versions of standard races focuses on fishing the surface and foraging/farming the sea floor of it's bounty. Almost self sufficient most trade revenue it gets is tariffs on good's passing through it's border and the renting of ports towns to the other nations rather then direct profit from trade. Hold claim over a large number of fully under water towns it sometimes boosts it's the largest region.
 
====Zier-grirek====
 
====Zier-grirek====
In many ways the thematic opposite to Agichestershire, Zier-grirek at first glance gives of the feeling of the dark kingdom. With most of the north western end being lowland flat naturally sulphurous swampland and full of semi nomadic Uruk and other semi nomadic people, it's easy to see why such a mistake could be made. Not all of the kingdom is swampland though with the lands near the Agichestershire border being decent farmland and most of the east being unusually dry grasslands and forests, with the south giving way to jungles. The other feature of this region is it is magic rich especially in physical magic being rich in magical reagents from it's swamps and jungles and having actual solidified magic mines. This leads to the west side being rich in wizard towers and magical research collages, plus a semi industrialised alchemy and iron crafts. Other the the export of magical consumables, mainly elixirs, this region is famed for it's iron good export from its many bog iron deposits and a bustling trade in mundane medical goods from the more mundane herbs and study of such, though it's not just slanderous rumour that most of the poisons on the markets come from this region.
+
In many ways the thematic opposite to Agichestershire, Zier-grirek at first glance gives of the feeling of the dark kingdom. With most of the north western end being lowland flat naturally sulphurous swampland and full of semi nomadic Uruk and other semi nomadic people, it's easy to see why such a mistake could be made. Not all of the kingdom is swampland though with the lands near the Agichestershire border being decent farmland and most of the east being unusually dry grasslands and forests, with the south giving way to jungles. The other feature of this region is it is magic rich especially in physical magic being rich in magical reagents from it's swamps and jungles and having actual solidified magic mines. This leads to the west side being rich in wizard towers and magical research collages, plus a semi industrialised alchemy and iron crafts. Other the the export of magical consumables, mainly elixirs, this region is famed for it's iron good export from its many bog iron deposits and a bustling trade in mundane medical goods, though it's not just slanderous rumour that most of the poisons on the markets come from this region.
 
 
 
====Agichestershire====
 
====Agichestershire====
  
 
An almost picturesque rural region of farms and woodlands, with a large majority of human inhabitants, with the aeras that are not almost pure human full mostly Elves, Pech and Dwarves make this region is almost a stereotypical fantasy setting. Due to this areas calm climate and fertile soil it is a major exporter of food for not just the neighbouring regions but to the greater world. Tor'Ville is noted to having one of the lowest natural amounts of magic in its borders, but as the locals say "Who needs magic when you have good soil for grain and hay". It is to be noted that this region has regular skirmishes with its neighbour Zeir-grirek.
 
An almost picturesque rural region of farms and woodlands, with a large majority of human inhabitants, with the aeras that are not almost pure human full mostly Elves, Pech and Dwarves make this region is almost a stereotypical fantasy setting. Due to this areas calm climate and fertile soil it is a major exporter of food for not just the neighbouring regions but to the greater world. Tor'Ville is noted to having one of the lowest natural amounts of magic in its borders, but as the locals say "Who needs magic when you have good soil for grain and hay". It is to be noted that this region has regular skirmishes with its neighbour Zeir-grirek.

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