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Post by Jongluer on Dec 16, 2008 16:18:07 GMT -5
In here I will be basically posting the average knowledge of what people in this setting would know about the setting. For more in depth information just IM me.
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Post by Jongluer on Dec 16, 2008 16:18:55 GMT -5
The game will be set in the Port City of Elamere within the Kingdom of Dorad:
Kingdom of Dorad The Kingdom of Dorad was founded several centuries ago in the Doradian mountains, originally the result of a strong warlord banding together the tribes of huntsman and herders that existed there. Dorad's early history is fraught with wars of expansion and secession (followed by conquering of seceded areas). Over the past few centuries however Dorad has stabilized having conquered a large part of land stretching from the mountains to the ocean. Dorad is mostly agricultural, with large expanses of plains and forests with rivers dotting the landscape. To the northeast lay the Doradian mountains where the capitol of Oldkeep sits ever watchful of neighbors and subjects. Along the southwest coastline is the oft contested port city of Elamere. With people who come from generations of hard working folk, Dorad has become populated with good, honest people who honor tradition. Dorad is a monarchy, with all power effectively held by the King at Oldkeep, with day-to-day provincial business being run by local lords who get a part of taxes as both salary and for the purposes of upkeep. The only place that does not follow this standard is Elamere (see below). The current King of Dorad is Lorn the Fourth, who has ascended after his brother fell ill. Lorn is a fairly liberal and honorable king, well-liked by the people. However the nation which neighbors Dorad across the mountains (Lyphras) has started a border dispute that is slowly blossoming into an all-out war, with Lorn being forced to begin conscription as the death tolls rise.
The Port City of Elamere Elamere was founded almost as long ago as the Kingdom of Dorad, and historians dispute the fact of which is older on a regular basis. Elamere was started by the coming together of fishermen, seeking to sturdier ports to weather storms as well as sturdier homes. Thus they made their homes along the rocky coastline where Elamere now stands, slowly carving out the oldest sections of the city along the waterfront which connect to the natural coves that break out into the deep warm harbor of Elamere. As Elamere grew, and the nations of the world expanded, it began to attract many sorts from many lands but mostly those seeking to trade goods. Elamere has been a major port city for at least 5 centuries, attracting all numbers of merchants from around the globe and their respective cultures. For much of this time they have been an independent city, with its own Navy with Marine attachment, which on off-duty patrols the city. However over the past two centuries they have often allied and joined in the Kingdom of Dorad for military protection against other nations. Every time the alliance has been created it deteriorates over the decades as the people of Elamere stop seeing benefits and start seeing problems; higher taxes, children being sent off to border disputes that serve no meaning to them, radical laws imposed by inbred Kings weeks away and so on. Eventually the Elamere Council decides to secede and normally does so with little if any bloodshed as by the time the King hears of the news and can mobilize forces mercenary companies have already been hired and the city fortified. The city itself is governed by a council of merchants and landed nobility, with one seat held by the local university. The council takes action based on majority votes, with council members presumably working towards the best interest of their tenants (whether or not this actually is the case is often questioned). The council organizes laws, tax codes, and a military to keep the city's interests safe (mostly in the form of naval units to protect against pirates). The council attempts to stay at an odd number so that a majority vote can be achieved, but in times of even numbers the University chair is treated as having two votes as they are regularly acknowledged as the most learned and wise of council members. The council is currently in this state of even numbers with the University chair held by High Mage Kanen, President of the College of Magic. The University was founded six centuries ago, originally as a place for mages to come together and teach their craft to the populace at large. They also recognized the need to educate people in arts other than magic, including grammar, and arithmetic. Slowly over the years the College of Magic expanded to incorporate other professional schools within the city as well as schools of entirely scholarly pursuits (Philosophy for example) into the umbrella of their University. The University of Elamere as it is now called, is recognized as one of the finest institutions of higher learning in the world offering a full fledged education as well as specialization within one of the colleges. Graduates of the University are awarded with a Sash of Graduation (a piece largely worn for formal occasions which also serves as a diploma). Students can be recognized by the requirement that they wear either their uniform or cloak at all times within the city limits. Citizens of Elamere are aware of at least one Thieves' Guild operating within the city. They are unsure as to what the Guild calls itself, and have resorted to merely calling it “The Guild” or “The Thieves' Guild”. They operate within all parts of the city and are the source of many smuggled and stolen goods within the city. Word has it that they perform other less savory services as well though no one has ever been able to prove this. Overall Elamere is a bustling city with people from all over the world passing through on a daily basis...
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Post by Jongluer on Dec 16, 2008 16:19:54 GMT -5
Other Nations... There are other nations throughout the world, with customs and languages different from those of Dorad. If you wish to be from another nation, please inform me and I will provide you with more information.
Lyphras: To the Northeast and over the Dorad mountains is the nation of Lyphras. Their land is tough and cold, covered in its northern reaches by ice and snow. The people have taken on the demeanor of their land. They have occasionally launched war with Dorad over the mountains, though rarely has what they want in the mountains been stated. Lyphrans rarely venture into other territories when not making war.
Khordra: To the east, Khordra is a wide open nation of friendly people. Like the Doradians they work hard, and are big and proud. Khordrans are known for a temper that matches their openness. A fool of a man is one who crosses a Khordran. Khordra is a monarchy that has gone to war over slights to their pride and honor with both Dorad and the city of Elamere in the past though by the war's end they have always sought to repair ties. Khordrans regularly travel through other lands trading or learning.
Gorm: Gorm to the north of Dorad across both the mountains and the foothills which lead to the sea is a powerful monarchy that is home to a long tradition of magic-using warriors. The country is orderly and efficient, creating a culture that upholds such ideals in its highest order. Gormites are people of few words, often coming to other countries to trade their superior wares in exchange for any number of things (cloth, foodstuffs, exotic trinkets, etc.). Gorm has only gone to war once with Dorad, about a century ago they came into a border dispute over a small mining town in the foothills of the Doradian mountains. The war became known as the 1 Week War as within that span of time the entire armed forces of Dorad was routed by the magic-wielding knights of Gorm. Since then, Dorad has not disputed a Gormite claim.
Fras: Fras is a country from the opposite side of the continent, that comes to Dorad mostly through Elamere to trade rare and exotic goods from their lands in exchange for those from Dorad and its neighbors. Frassians are often viewed as aloof, and strange as they are regularly fascinated by the simplest of trinkets or foods within Dorad. While in other countries they generally travel in groups, speaking their own language to each other with only one or two of them knowing Doradian and then only poorly. Still Frassian goods are well-made, and the foods they bring delicious, so it is worth putting up with them for a time.
The Empire of Kuruss: The Kurussian Empire is located somewhere across the sea. They are a deeply honorable people, and look on outsiders as very strange and barbaric. Little is known of their lands, only that their customs are different than ours and for some reason their language is often beyond the best Doradian linguists comprehension. Kurussians regularly trade their weapons and armor (which are of high quality) for large amounts of simple foodstuffs which causes some to speculate as to what exactly is occurring on their continent. If a Kurussian is traveling alone they are most likely an exile.
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Post by Jongluer on Dec 16, 2008 16:25:47 GMT -5
Non-Humans: Are very very different, no one is sure if they have any lands which they call their own. Some speculate that they live unseen in the world, living in areas where humans dare not make homes. They are strange, their languages indecipherable, their customs unheard of, and everything else about them unsettling. When they travel into human lands it is for reasons known only to them. The two races which are most commonly known are Elves and Dwarves.
Elves: Elves live for a long time, how long is not known. What we do know is that magic courses through their veins like blood does ours. They possess long and subtle machinations. They can slip through an area like the wind through trees. They're near immortal, if they aren't, and the things they can do will make the average man merely scratch his head.
Dwarves: It is said Dwarves make their home in the deepest reaches of the Earth. Their lives are stable and continuous, their skin as tough as the rocks which they live under. A Dwarf is stout and strong, and its said they're near impossible to kill. Dwarves are unsettling, some claim their eyes glow in the dark, and that they can speak with each other without moving their lips. They're single-minded, purposeful, and rarely forget.
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Post by Jongluer on Dec 17, 2008 14:13:12 GMT -5
The world is largely unified in its acknowledgment of the Gods. There is a near endless pantheon of Gods which patron humanity. Still though the majority of these Gods are referred to as the lesser or minor Gods. This is due to the recognition of the three Major Gods. The three major Gods are Ceanis (God of Water, Creator of Life), Fiora (God of Light, Bringer of Guidance), Seral (God of Air, Herald of Change). They are known to be inextricably linked with each other however they all have separate priesthoods. Ceanis is the most prevalent as they are seen as the Creators of Life. They often have a temple within most towns with smaller shrines to at least the other two major Gods, if not several lesser Gods. Fiora is the next most regularly seen and recognized, as the God of Light as the Bringer of Guidance is a patron of scholars and crusaders. Finally Seral is recognized as a regular part of life and seen as a God of Luck, someone to pray to when making large decisions. The most prominent lesser Gods within Elamere are The God of Death (his actual name is not spoken merely he is recognized for his power over life), and The Lady in Darkness, Patron of Thieves.
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Post by Jongluer on Dec 18, 2008 0:18:45 GMT -5
Characters are to be built under Heroic rules (characteristic maximums are thus in effect) using 100 base points and 75 in disadvantages (to take below 75pts in disadvantages can only be done with GM permission). This should allow you to have plenty of points in characteristics, skills, and some powers.
Everyman Skills for Humans (so Avi I'll give you one for your Dwarf), Given to you for free can be bought back for 1pt each, and bought up to 9+(Characteristic/5) for 2pts. You get them at 8 or less unless otherwise noted: Acting Climbing Concealment Conversation Deduction Native Language (4pts, no literacy) Paramedics Profession Skill (whatever your profession is) 11- Shadowing Stealth Transport Familiarity: Equines Area Knowledge: Home Region 8- Weapon Familiarity: Clubs, Fist-Loads, Unarmed Combat, and Thrown Rocks
Obviously you shouldn't have any of the following skills: Autofire Skills (no weapon has autofire), Bugging, Combat Piloting, Computer Programming, Criminology, Demolitions, Electronics, Forensic Medicine, or Systems Operation.
All Perks, Talents, and Powers (with advantages and limitations) must be approved by me. Because I am too lazy to list all of the advantages or powers (like Megascale) that I'm barring.
Characteristic Maximums: 20 for all of them except Dex which can be bought up to 21 (so you can get 7 CV)
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Post by Jongluer on Dec 18, 2008 1:36:48 GMT -5
Here is the equipment list. Characters are provided with 80 gold to purchase items. Standard gold:silver:copper ratio.
Available Melee Weaponry as per the chart on page 481 (Price as listed):
15gold-Battle Axe 16gold-Great Axe 9gold-Hand Axe 11gold-Small Axe 9gold-Hammer 10gold-War Hammer 11gold-Mace 13gold-Great Mace 12gold-Maul 11gold-Pick 15gold-Great Pick 13gold-Military Pick 7gold-Baton 9gold-Club 13gold-Great Club 11gold-War Club 6gold-Stick 7gold-Knife 10gold-Stiletto 12gold-Bastard Sword 11gold-Long Sword 15gold-Great Sword 8gold-Short Sword 17gold-Long Spear 18gold-Medium Spear 13gold-Short Spear 10gold-Flail 15gold-Battle Flail 13gold-Military Flail 10gold-Lance 11gold-Quarterstaff
Available Ranged Weapons per table on 483: 4gold- Light Bow 6gold- Medium Bow 8gold- Heavy Bow 8gold- Light Crossbow 10gold- Heavy Crossbow 6gold- Light Longbow 8gold- Medium Longbow 9gold- Heavy Longbow 5gold- Sling 5gold- Throwing Knife
Available Shields per table on 488: 5gold- Small Shield 10gold- Medium Shield 15gold- Heavy Shield
Available Armor (Covers all Hit Locations): 3gold- Cloth +1 rPD/rED 5gold- Leather +2 rPD/rED 8gold- Boiled Leather +3 rPD/rED 15gold- Brigandine +4 rPD/rED 20gold- Scale +5 rPD/rED 30gold- Chain +6 rPD/rED 40gold- Plate and Chain +7 rPD/rED 55gold- Full Plate +8 rPD/rED
Other Equipment: 1gold-Backpack (Holds 20kg), 1kg 2silver-Large Sack (Holds 10kg), .35 kg 1silver-Small Sack (Holds 5kg), .25 kg 5silver-Belt Pouch (Holds 3kg), .2 kg 5copper-Candle (1'' Radius, 10 minutes), -- 5gold-Small Chest (1 cubic meter), 3kg 10gold-Large Chest (2 cubic meters), 5kg 1gold-Cooking Equipment, 1.5kg 1gold 5silver-Crampons (+1 Climbing), .25kg 7silver-Fishing Equipment (+1 Survival for Fishing), -- 3gold-Grappling Hook (+3 Climbing), 2kg 5copper-Hammer, .5kg 2silver 5copper-Iron Flask, .4kg 5gold-Lantern (8'' cone, powers by oil), 1kg 5silver-Flask of Oil (Lantern Oil for 5 hours), 1kg 2gold-Waterproof Mapcase, .5kg 5silver-Mapcase, .4kg 4gold-Rope 20 meters/Holds 150kg, 10kg 10gold-Rope 20 meters/Holds 250kg, 15kg 5gold-Sleeping Roll, 1.5kg 1gold-Tinderbox (Start Fire 11-), .2kg 1copper-Torch (4'' radius), .2kg 10gold-Tent (One Man), 5kg 30gold-Tent (Four Man), 25kg 7silver-Waterskin (Quart), .25kg (1kg when full) 1silver-Trail Rations (One day), .5kg 5silver-Trail Rations (One Week), 2.5kg 2gold-Horse Feed (One Week), 40kg
2gold-Belt&Scabbard, .2kg 4gold-Winter Cloak, .4kg 20gold-Noble Clothing, .75kg 1gold 5 silver-Peasant Clothing, .5kg 5gold-Rain Skins (Waterproof), 2.5kg 3gold-Townsman Clothing, .5kg
8gold-Abacus, .3kg 1silver-Bell (small copper), .01kg 1gold-Bell (Town Crier's), 2kg 5gold-Book (50 pages, Leather Bound), .45kg 5copper-Bowl, .02kg 2gold-Chain (per meter), 2.25kg 5copper-Lead Pencil, .01 5copper-Firewood (per hour burning), 2kg 2gold 5silver-Pint of Ink, .2kg 1gold 5silver-Map (Local Region), .01kg 4gold-Paper (Ream of 10x14), 1kg 2gold-Parchment (Ream of 10x14), .8kg 10gold-Personal Seal, .02kg
Other items such as luxury items or riding animals are available, for price ask GM.
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