Difference between revisions of "They Came from the North"

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==Player Characters==
 
==Player Characters==
'''Civil Savage''' - [[They_Came_from_the_North/Delryn|Delryn]]
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'''Civil Savage''' - [[They_Came_from_the_North/Delryn|Delryn]] - 1 kill
  
 
'''Gruffalo Crumble'''
 
'''Gruffalo Crumble'''
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'''Leitz''' - [[Rashid:Character_Sheet|Rashid the Grey]]
 
'''Leitz''' - [[Rashid:Character_Sheet|Rashid the Grey]]
  
'''Megazver''' - [[They_Came_From_the_North/Kurgan|Kurgan 'Bristlebeard' of the Horgarling Clan]]
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'''Megazver''' - [[They_Came_From_the_North/Kurgan|Kurgan 'Bristlebeard' of the Horgarling Clan]] - 2 kills
  
 
'''ru''' - [[They_Came_from_the_North/Tiatha|Tiatha]]
 
'''ru''' - [[They_Came_from_the_North/Tiatha|Tiatha]]

Revision as of 16:23, 29 June 2011

A fantasy Play-by-Post game run by Max.


Threads

Interest

IC

OOC

Player Characters

Civil Savage - Delryn - 1 kill

Gruffalo Crumble

JeStor

Leitz - Rashid the Grey

Megazver - Kurgan 'Bristlebeard' of the Horgarling Clan - 2 kills

ru - Tiatha

Supporting Cast

Allies

Bek - Sent to assist and keep an eye on the PCs by their unknown employer. A soldier, physician and alchemist, a wiry middle-aged man with a vexingly superior air and a suspicious-looking goatee. He seems fairly experienced with the rougher side of life, and could probably beat any one or even two of the PCs in a fair fight. All in all, a useful dude. He's also the one who actually hired the group, the boss wanting to stay hands-off and anonymous.

Enemies

Gallmoth - The sorcerous target of your first misadventure. He came to Veroth with an unusually far-ranging merchant caravan of the serpent people some twenty years ago; the merchants didn't even stop to trade, but turned their shaggy camels and hurried back to their high plains home as soon as they had unloaded his things. Gallmoth, however, somehow acquired an audience with the King, and soon afterwards settled in a small town comfortably removed from the city itself. Those familiar with eastern peoples say he's not from the steppes, nor from the lowlands to their south, but from somewhere even further east. He's a tall, thin scarecrow of a man, they say, pale like a dead thing and hairless from pate to toe - though how anyone would know that is a mystery, since he goes invariably robed and hooded in curiously mottled grey silk, so that one never sees more of his skin than ten spidery fingers, nor anything of his face save for the tip of a nose sharp and hooked as a raptor's beak and a pair of narrow, gleaming eyes. He's a cannibal, a necromancer, a demon, a fallen god - the area has adopted him as their very own local bugbear with whom to impress strangers and scare children into obedience.

Your employer, though, thinks him no more than a man - powerful and skilled in the arcane arts, to be sure, and an exceedingly cruel and capricious neighbor by all accounts, but still just a man with whom other suitably talented men may deal, or deal away with. Bek has contacted a person in Smallford who can provide you with a rough plan of his spired manor, and most other locals could probably be persuaded to help you, too, as long as it meant no risk to themselves.

Peoples

Dwarves

Subterranean mountain vikings. They are short and stocky, built for power rather than speed or endurance, and as a culture have a strong isolationist streak. On the whole, they are the most technologically advanced group in the world, and jealously guard many truly amazing mechanical wonders in their fortress cities high in the mountains. Only a dwarf, or in a very rare case a human or elf trained by dwarves, can take the Arcane Background (Weird Science).

  • starting Strength d6
  • free edge: Brawny

Elves

Shamanistic woodland hunter-gatherers. Elves have keen senses and light builds, well suited to their mobile arboreal lifestyle. They live in traveling tribes of variable sizes anywhere there are deep woods to hunt and forage in. Indifferent metal workers at best, they get their metal weapons and tools mostly in trade for precious furs and skins; however, their artisans are highly skilled with leather, bone and carved wood, and flint knapping is a valued and prestigious (though mostly obsolete) skill. Elven mages are typically shamans and spiritists with the Arcane Background (Miracles).

  • starting Agility d6
  • free edge: Alertness

Humans

They're everywhere, like cockroaches - in large part because they're also about as tenacious and adaptable. Concentrated along trade routes and bodies of water, large human cities dot the western plains and south-east coastal regions, while nomadic tribes roam the arid eastern steppes and islanders sail all along the southern coast and even into the Outer Ocean. Most human communities also include important minority groups of other races, present for various economical, political and personal reasons. Practically all wizards of any race have studied the arcane arts in human academies, and most human mages have the Arcane Background (Magic).

  • starting Vigor d6
  • free edge: any

Orcs

Invading hordes of previously unknown barbarians from the unexplored North. Unintelligible and assumed uncivilized. The new universal bogeyman of choice.

  • not currently feasible as a PC race

Geography

The area shown on this map is roughly the size of Europe.

Eastern Steppes

Arid high plains and deserts separated from the lush coastal lowlands of the south-east by the Curtainfall Mountains. Inhabited mostly by tribes of nomads, notably the serpent peoples whose Hissing tongue is widely used throughout the east; they are semi-nomadic tribes who live in underground villages and travel mostly by night or through their far-reaching tunnel networks. Other desert travelers are also welcome to use these subterranean highways, for a fee.

Holy Empire

A long-standing alliance of three priest-kings, who claim to rule by divine right as the earthly representatives of their three gods. The current rulers are king Vassaire of Gamorya, queen Felia of Seresya, and king Catharis of Carenya; all three are powerful mages, whether their might really comes from the gods or not.

Kalarian Empire

An expansionistic but largely benevolent tyranny controlling every city but one west of the Inner Sea. There a rumors that Halimarth the Good, the current Tyrant of Kalar, is preparing to march on Prain and Kashatyn. Kalar, the political heart and seat of all power in the empire, is the largest port on the Inner Sea.

Myrmia

Also known as the City of Lanterns, an independent port surrounded by the Kalarian Empire. The native Myrmi are whispered to be inhuman - and they are uncannily pale, nocturnal by preference and most possess minor psionic abilities. The city is built in layers into the walls of a gigantic vertical shaft hewn directly into the towering black cliffs of the Mirrorsea shore, almost like an immense spiral staircase, the lowest level being the enclosed harbor (commonly regarded the safest port in the world).

Outer Ocean

Beyond the southern islands spread the deep waters of the boundless Ocean. Particularly brave or daft sailors sometimes cast off in search of far southern shores, but none have returned successful and many not at all.

Scimia

The peninsula south of Iskalan and Veroth, between the Holy Empire and the Inner Sea. The Scimian inland is mountainous and sparsely populated, but the coasts and river valleys are some of the most fertile land west of Shekeran.

Shallow Sea

A body of particularly shallow waters between the Scimian peninsula and the Rainbow Isles; there are many places all the way out to the islands where one can clearly see the sea bottom even at high tide. Rallos and Averos are in constant competition, and at times open war, over this area.

Taldra

A major political power in the north, situated at the crossroads of several important trade routes. The Taldrish language has spread wide and far with its merchants, and is commonly spoken along most major roads and caravan runs north of the empires.

Veroth

A medium-sized but very wealthy city state, at odds with Gamorya and the rest of the Holy Empire since forever because they levy considerable taxes on commercial traffic along the river and Gamorya would prefer not to pay, the river being the quickest and safest connection they have to Seresya and Carenya and the southern parts of the empire.

Smallford - A village three days west of Veroth, exactly as small as its name suggests. The wizard Gallmoth lives nearby, and the countryside is full of fearful rumors about him.

Gear

Armor

Cap - Protective headwear made of hardened leather or padded cloth. The cloth version can be worn under a helm.

  • Armor +1
  • Covers head
  • A raise on the attack roll bypasses completely
  • $25

Open helm - Light metal headgear, doesn't obstruct vision but leaves the face open to attack.

  • Armor +2
  • Covers head
  • A raise on the attack roll bypasses completely
  • $75

Full helm - A fully enclosing helmet, protects the whole head but hampers the senses somewhat. These are often visored, in which case you can turn it into an open helm (or back again) in 1 action.

  • Armor +2
  • Covers head
  • Notice -2
  • $100

Leather/cloth - Armor made of hardened leather or padded cloth, usually in the form of a knee-length coat.

  • Armor +1
  • Covers torso, legs and arms
  • $50

Reinforced leather/cloth - Consists of leather or cloth armor with some extra layers or even mail in strategic locations. Often made piecemeal from bits and pieces looted from the battlefield.

  • Armor +2
  • Covers torso, arms and legs
  • A raise on the attack roll decreases armor by 1
  • $200

Mail - A long-sleeved, knee-length coat made of interwoven iron rings, worn over a padded undergarment.

  • Armor +2
  • covers torso, arms and legs
  • $300

Reinforced mail - Mail armor with extra layers of mail or various arrangements of metal plates for added protection.

  • Armor +3
  • Covers torso, arms and legs
  • A raise on the attack roll decreases armor by 1
  • $700

Suits of armor also come in lighter versions, padded vests and mail shirts, that only cover the torso. These have half the cost and weight of the full versions.

Shields

Small shield - Typically round or square wooden shields, reinforced with leather and metal fittings, about a foot in diameter.

  • Damage Str+d4
  • Parry +1
  • You can use the shield hand to wield a weapon, but won't get the shield's parry bonus while doing so
  • $25

Medium shield - Round or heater-shaped wooden shields. Usually about two feet wide, large enough to completely cover the wielder's torso.

  • Damage Str+d4
  • Parry +1
  • Provides light cover against ranged attacks
  • $50

Large shield - Oval, rectangular or kite-shaped shields at least two feet wide and around four tall, covering the wielder from below the knee to above the shoulders.

  • Damage Str+d4
  • Parry +2
  • Provides medium cover against ranged attacks
  • $200

Weapons

These are all just cosmetic variations of "polearms" in mechanical terms, except the bardiche which is more of a "great axe", and the pike, which is, in fact, a "pike". Lighter versions of any of these could be "spears". Seems that, for some damned reason, the image won't display when resized; click through to the full size image if you wanna see it.

Dagger - A shortish blade usually around a foot long, light enough to throw and sometimes specifically balanced for flight. Everybody should have one, just in case!

  • Damage Str+d4
  • 1-handed
  • Range 3/6/12 if thrown
  • $25

Short sword - A one-handed blade, significantly larger than a dagger but too light and short to make use of two hands.

  • Damage Str+d6
  • Parry +1
  • 1-handed
  • $200

Long sword - A longer and heavier blade on a hilt large enough for two hands, but still light enough to use in one hand. Popular with horsemen.

  • Damage Str+d8
  • Parry +1
  • 1/2-handed
  • $300

Great sword - A massive sword, over five feet long, too large and heavy for one-handed use. Mainly carried by elite infantry.

  • Damage Str+d10
  • Parry +1
  • 2-handed
  • $400

Hand axe - A ubiquitous light tool and/or weapon, with a simple blade on the end of a wooden haft about two feet long.

  • Damage Str+d6
  • AP 1
  • Range 3/6/12 if thrown
  • 1-handed
  • $150

Battle axe - A larger and heavier axe, with up to four feet of haft and a broad blade, sometimes equipped with spikes or a hammerhead.

  • Damage Str+d8
  • AP 1
  • 1/2-handed
  • $250

Great axe - An extremely heavy axe, too large for one hand. Used by shock troops and barbarian warriors.

  • Damage Str+d10
  • AP 1
  • 2-handed
  • $350

Club - A light bludgeon, usually made of wood or bone. Often an improvised weapon.

  • Damage Str+d4
  • 1-handed
  • $5

Mace - A bludgeon with a metal head, often flanged or spiked, and possibly a metal haft as well.

  • Damage Str+d6
  • AP 2
  • 1-handed
  • $200

Flail - A metal bludgeon with a short chain connecting the head to the haft. Hits hard, and can wrap around parries.

  • Damage Str+d6
  • AP 2
  • Parry -1
  • Ignore parry bonuses from weapons and shields
  • 1-handed
  • $250

Staff - A stout pole of wood, typically around seven or eight feet long.

  • Damage Str+d6
  • Reach 1"
  • Parry +1
  • 2-handed
  • $10

Spear - A wooden pole with a light blade on one end. One of the most common weapons in the world.

  • Damage Str+d8
  • Reach 1"
  • Range 3/6/12 if thrown
  • 1/2-handed
  • $100

Pike - An extra long spear.

  • Damage Str+d8
  • Reach 2"
  • 2-handed
  • $200

Polearms - A myriad different weapon forms - halberds, bills, glaives etc. -that all boil down to a heavy blade on the end of a sturdy pole.

  • Damage Str+d10
  • Reach 1"
  • 2-handed
  • $250

Sling - A strip of leather or braided length of cord that adds leverage and power to a flung stone or bullet.

  • Range 6/12/24
  • Damage Str+d4
  • 1-handed
  • $10

Short bow - A light, compact bow used by hunters and skirmishers everywhere.

  • Range 12/24/48
  • Damage 2d6
  • Minimum Strength d6
  • 2-handed
  • $200

Long bow - A bow with an especially long and powerful stave, most often used by professional archers.

  • Range 18/36/72
  • Damage 2d6
  • Minimum Strength d8
  • 2-handed
  • $250

Crossbow - These use a much shorter but more powerful stave to launch a heavier projectile, giving them shorter range but more penetrating power.

  • Range 12/24/48
  • Damage 2d6
  • AP 2
  • Takes 1 action to reload if stationary, 2 actions if moving
  • Minimum Strength d6
  • 2-handed to reload, can be fired 1-handed with a -2 penalty
  • $400

Houserules

Guts

Every use of this skill is covered by Spirit, instead. Just pretend it doesn't exist.

Languages

A character knows a number of languages equal to half their Smarts die, plus one for each point put into Knowledge (languages) skill. You don't necessarily have to choose these at character creation, and can instead wait until it becomes relevant in play ("In fact, I happen to speak Prainish, having learned it from my traveling uncle as a child! Such a lucky coincidence!"). Most nations and states have their own language that shares more or less elements with their closest neighbours. Some other notable languages include:

  • Coastal Pidgin - A ragtag amalgam of dozens of tongues used as an informal lingua franca all along the southern coast.
  • Elvish - A loose but intimately related family of tongues and dialects spoken by the elven tribes. Has no native written form.
  • Hissing - The supple, sibilant tongue of the nomadic serpent peoples, widely spoken in the eastern steppes and the south-east lowlands. It is written with one continuous line, the letters formed by knots and bends.
  • Holy Tongue - A formal language used by the clergy and nobility of the Holy Empire.
  • Kalarish - The common language of the Kalarian empire, where knowing it is a requirement for citizenship.
  • Sidereal - A highly precise and logical language known only to mages and scholars, allegedly spoken by gods that descended from the stars in ancient times.
  • Taldrish - The language of Taldra, a northern city state and important center of trade, commonly spoken along most inland trade routes.

Parry Bonuses

Parry bonuses from weapons don't stack with those from other weapons. Likewise, shield bonuses don't stack with those from other shields. Weapons' parry bonuses do stack with shields', though, and vice versa.

Replacement Characters

If a PC dies, the player can make a new one with the same amount of XP the late character had at the moment of death.

Two-Handed Weapons

Using a melee weapon in two hands increases the character's Strength die type one step for the purposes of minimum strength and damage with that weapon. For example, a character with Strength d8 can use a great sword (damage Str+d10) in two hands with no attack penalty for 2d10 damage.

You cannot use a two-handed weapon while riding.

External Links

Invisible Castle - the online dice roller

Savagepedia - the Savage Worlds wiki