ShaintarAdventures GreyRangers:Main Page

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Adventures in Shaintar: The Grey Rangers

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

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

The party currently consists of the following adventurers:


Martin Dorneld, Human Sorcerer from Galea

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
Charisma 0


XP:5

Background
Martin Dorneld

Principles: Cantrips, Phantasms, Nicoli's Lightning Storm (+2 AP vs metal armour), Dorneld Bat-Signal, Warrior's Gift

Equipment
Standard Grey Ranger survival gear
Money:

Weapons and Armour



Erron Field, Human Rogue from the Malakar Dominion

Stats Skills Edges Hindrances Other
Strength 1D6 Fighting 1D8 Alertness (Adaptable) Enemy (Lords of the Red Oak)
Agility 1D8 Shooting 1D6 Wanted
Spirit 1D6 Survival 1D8 Delusional ("The Lords are EVERYWHERE!)
Vigor 1D6 Tracking 1D8
Smarts 1D8 Guts 1D6
Stealth 1D8
Parry 6 (+1 w/ bracers, +1 w/ buckler) Climbing 1D4
Toughness 5 (+2 w/ leather armour) Notice 1D6
Charisma 0


XP: 5

Background
Erron Field

Equipment
Standard Ranger Survival Gear
Money:

Weapons and Armour
Bow: Damage: 2D6, Range: 12/24/48, Wt: 3
Dagger: Damage: Str + 1d4, Wt: 1
Sabre: Damage: Str +1d6, Wt: 2

Partial Leather Armour (+2 Toughness, CSP: )

Kaltha, Brinchie Ex-Thief from Camden

Stats Skills Edges Hindrances Other
Strength 1D6 Fighting 1D8 Acrobat Heroic (Honour Grik's memory)
Agility 1D12 Shooting 1D4 Ambidextrous Enemy (Pursuit by Grik's Gather and old thieving "friends")
Spirit 1D4 Guts 1D4 Quick Poverty
Vigor 1D6 Stealth 1D8 Natural Claws (Str + 1D4) Outsider (Racial, -2 Charisma)
Smarts 1D4 Climbing 1D4 Two Fisted Needs Action (Racial)
Streetwise 1D4
Parry 7 (Includes Acrobat) Notice 1D4
Toughness 5 Throwing 1D6
Charisma -2 Lockpicking 1D6


XP: 5

Background
Kaltha

Equipment
Standard Grey Ranger survival gear
Money:

Weapons and Armour
Rrka (Brinchie Shortsword): Damage: Str + 1D6, Parry: +1 (If used defensively), Wt: 4
Lo-sska (Brinchie Longsword): Damage: Str + 1D8, Wt: 8




Damon Starborn, aka Damon D'Avenant, Alakar Fencer from Parts Unknown

Stats Skills Edges Hindrances Other
Strength 1D6 Fighting 1D8 Fencer Code of Honour
Agility 1D8 Shooting 1D6 Heritage (Alakar) Enemy (Father's prize student/Damon's Rival, Eric Renault)
Spirit 1D6 Guts 1D6 Low-Light Vision Loyal
Vigor 1D6 Stealth 1D6 Keen Fae Senses Weakness (Black Iron and Blood Steel)
Smarts 1D6 Healing 1D4 Fae Beauty Enemy (All Shayakar and Childer)
Survival 1D4
Parry 6 Notice 1D6
Toughness 5 Taunt 1D6
Charisma +1 Tracking 1D4
Persuasion 1D6


XP: 5

Background
Damon

Equipment
Standard Ranger Survival Gear, backpack, trail rations, oil and whetstone, 3 torches, flint and steel, canteen, bedroll and blanket,

Money: 60 copper coins
Weapons and Armour
Bow (Gift from Mother): Damage: 2D6, Range: 12/24/48, Wt: 3

Quiver: 20 arrows

Cavalier's Parrying Dirk: Damage: Str + 1D4, Parry: +1 if used defensively, Wt: 2

Rapier: Damage: Str + 1D4, Parry: +1 Wt: 3

Dagger (x2): Damage: Str + 1D4 Wt: 1 (each)

Bracers: Parry: +1 Wt: 12




Kenssei vo Trasshka, Dregordian Paladin from Dregordia

Stats Skills Edges Hindrances Other
Strength 1D6 Fighting 1D10 Champion (Paladin) Heroic
Agility 1D6 Guts 1D8 Natural Claws (Str + 1D4) Enemy (Ss'larik vo Trasshka, isolationist noble)
Spirit 1D8 Ride 1D6 Tail (Str + 1D4, non-lethal) Loyal
Vigor 1D8 Persuasion 1D6 Noble Code of Honour
Smarts 1D6 Swim (Racial) 1D6 Detect Darkness and Flame creatures at will Vow (Church of Light)
Healing 1D4 Battle Rage (Racial)
Parry 7 Knowledge (Politics) 1D4 Trademark Weapon (Kayakor) Weakness: Cold
Toughness 6 Outsider (Racial)
Charisma 0 (+2 to Faithful)


XP: 5

Background
Kenssei vo Trasshka

Equipment
Standard Grey Ranger survival gear

Money:

Weapons and Armour
Kayakor "Ssada": Damage: Str + 1D10, Parry: +1, Reach: 1, Hands: 2, Note: AP 1 Wt: 20

Longsword: Damage: Str + 1D8, Wt: 8

Mace: Damage: Str + 1D6, Note: AP 1 vs Plate or Rigid armour, Wt: 8

Lance: Damage: Str + 1D10, Reach: 2, Hands: 2, Note: AP 1, Mounted Weapon, Wt: 10

Dregordian Scale Armour: Armour: +3 CSP: -4 Wt: 15

Full Helm: Notice: -2 CSP: -2

Kite Shield: Parry: +2 Armour: +2 vs Ranged Attacks Wt: 20




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

3. Rules and Associated Fun!

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