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Forum: Edge of the Waters
 Topic: Introduction to Qitresh
Introduction to Qitresh [message #1447] Wed, 21 November 2012 15:19
quede is currently offline quede
Messages: 6
Registered: November 2012
Location: Broomfield
Junior Member

Hello, below is a little background on Qitresh, the El'Karne and Monk character that I will be bringing into the Edge of the Waters game. I can't reveal everything about her but hopefully this gives you a look into who she is.

Quentin



Qitresh

Summary: Qitresh is a young woman (19 years old) from The Steps. She was sold at the age of 10 to repay a debt of her fathers to a Ship Captain. Survived an onboard plague and was made an El'Karne. Her mentor "The Dog" trained her as an El'Karne Monk. She did well and worked her way up to high military ships. She was required to Witness a Red Empire navel ship christening where something dramatically changed her view of the Red Empire . She broke contract and left the military service as an El'Karne due to moral concerns. Her reputation was ruined by someone who followed her after that. She is a secret follower of Wella and gave herself over to what path her Goddess chose for her, setting herself adrift in a small boat with just her possesions.


Extended Histroy:

Qitresh was born on a fishing boat her mother captained in a storm. Her mother died after the childbirth due to the need to be cut open in order to get the baby out. There were no healers on board to stop the bleeding and the crude stiches made with fish hooks and line did nothing but cause infection. She died on the trip back to shore to get help. Her father was the boson and raised her as best he could but bad luck seemed to follow him. He lost her mothers boat, running her aground on rocks just off the coast and continually brought in pour hauls to the merchants. He borrowed money to buy another vessel, as fishing was all he knew, but a few years later he sank this one too. The debt owned could not be repaid and his only option was to trade his daughter to pay the debt. She was traded to a Merchant Ship Captain named Grigmack, who had known her Mother. Qitresh never knew the name of her mother as her father refused to talk about her or her death other than to blame Qitresh for it when drunk. The Merchant Captain was a good-natured man and was training her as a sailor, but on her first voyage a plague struck the ship, this plague wiped out almost the entire crew except for the strange man who was the ship's El'Karne, the Captain and 2 other crew besides Qitresh. Qitresh was not effected at all, just as the El'Karne was not, even the Captain and 2 crewmen that survived at least were brought low by it but managed to struggle through. The Captain, impressed by the Qitresh's luck and fortitude talked to "The Dog" and he took her under his tutelage to become an El'Karne Monk. "The Dog" was the toughest, most resilient, physical perfectionist and disciplined person Qitresh had ever met or even heard of. He was a brilliant teacher and taught her the ways of the El'Karne and the discipline of the Monk. Within a year Qitresh was contracted on another merchant vessel, a friend of her first Captain and while not as good natured he was respectful and she kept his ship safe in voyage after voyage. Eventually, the Merchant came into some bad times and sold her contract to a Military Captain who had a Sailing Ship. Qitresh was an excellent El'Karne, in calm seas or hurricane, in battles and in peace, she proved her luck, her worth and her ability to keep her ship safe and weather all that could be thrown at her, never letting a ship she was contracted to sink, be taken in battle or be taken unaware from weather or enemy. In the end she was contracted to one of the highest ranking ships in the Red Empire. Her life was full and her chest was filled with the spoils of her dedication and ability.

Then came a turning in her life, her ship, The Morning Crain, was called in for refitting, she was still under contract and so when the refitting was complete, the re-christening ceremony was to be held, The honor the Morning Crain had earned was so great that a daughter of the Empress, the Lady Deshnac, was to preside over the christening along with the Clerics of the Red Empress, The Captain, Krix Breegick and the Ship's El'Karne, me. I had never yet been at a military christening having spent all my time on ships already sailing, I was excited and even happy to be a part of such a momentous event, a Princess of the Empire, on my ship to christen her and the Clerics to bless her future and read what it would be. I did not know what this meant, I did not know what would be done, I did not bother to find out and so was blindsided by the events that took place that day. I shall not repeat them here, suffice to say, as soon as I was done I left the ship tearing my contract and leaving it on the deck, my floating chest, containing all my possessions following along faithfully behind. I was attacked by the Red Empire's soldiers on the docks to bring me in for the Clerics but easily avoided them running off and boarding a vessel just leaving. They welcomed an El'Karne aboard with open arms and we sailed off immediately.

That was the start of my misfortunes. It seems some magic or else someone or something has followed me since then. I have been on 16 ships, 16 voyages, all ending in deaths of the crew, loss of cargo, raids, Captains leaving without me or any number of other mishaps. All of these things happening while I was not on duty or away from the ship, the causes unknown, the luck and protection I offer useless to stop it.

I have prayed and found my way, I am stranded by my last Captain on the Isle of Awao, he would not let me board and told me to never come back. I will leave my course to Wella, to whatever course she deems I must follow to clear my shame, desolation of my heart and beliefs and regain my balance in the world. I set sail now in a small fising boat I have purchased, just my chest and some food and water for my unknown path ahead. I have tossed the oars overboard after rowing for a day out to the open sea and will see where my fate and my Goddess take me, but never again will I allow the evil I have witnessed to happen where I can stop it. I will find my fate and hope that it is in the bringing low of the Red Empire's evil ways.

Qitresh, El'Karne Monk of the 10th order.

Age 10: First boat
Ship Name: The Heavy Haul, Merchant vessel
Captain: Grigmack
El' Karne: "The Dog", apprentice Qitresh
Contract: 0 years 11 months Complete

Age 11: Second Contract
Ship: Red Waters, Merchant vessel
Capain: Brixgrin the Hard
El'Karne: Qitresh
Contract: 3 years, 4 months Complete

Age: 14: Third Contract (first military)
Ship: The Reckoner, Military Sailing Vessel
Captain: Zephyneir
El'Karne: Qitresh
Contract: 1 year 9 months Complete

Age 15: Fourth Contract (second Military)
Ship: Avenging Keel
Captain: Flurkria
El'Karne: Qitresh
Contract: 1 year 2 months Complete

Age 16: Fifth Contract (Third Military)
Ship: Hurricane Breaker
Captain: Drix'Malor
El'Karne: Qitresh
Contract: 1 year 5 months Complete

Age: 17: Sixth Contract (Fourth Military)
Ship: Seven Sails
Captain: Redrick
El'Karne: Qitresh
Contract: 2 years, 1 month Complete

Age 19: Seventh Contract (Fifth Military)
Ship: The Morning Crane
Captain Krix Breegick
El'Karne: Qitresh
Contract: 0 years, 5 months Contract Broken

16 voyages on vessels that did not contract me.
  • Attachment: Qitresh.png
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[Updated on: Wed, 21 November 2012 15:22]

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 Topic: Deck of Many Things - Resolutions
Deck of Many Things - Resolutions [message #1417] Fri, 19 October 2012 17:49
like_a_god is currently offline like_a_god
Messages: 549
Registered: May 2009
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Hey guys!

Just wanted to let you know that there are a few things we'll want to resolve early in tomorrows session regarding the Deck of Many Things. As such, I thought I'd drop a quick note to get your mental juices flowing.

- For those of you with outstanding 'Wishes', according to the item these need to be made within a short period of time, around 1 minute per wish after drawing. We've fudged this a bit while at the table, which I'm cool with. Still, let's plan on resolving the 'Wishes' before you leave the treasure room.

- For those of you that earned 'Castles', which we used DM fiat to change into 'Ships'. The item states that these 'castles' appear in a location designated by the character, I'm cool with doing the same for these ships, and the choice need not be made immediately. These ships are not immediately crewed, but I don't plan on making this difficult and will make use of the 'true' leader stuff mentioned in the writeup.

- For those of you who gain a level after defeating your next monster, please note that this is in sole combat. I believe that there are two individuals that received this and I plan on providing an opportunity for it to occur so that these won't overlap. I also don't plan on making these creatures overwhelmingly difficult.

- For those of you who gained the jewelry or gems. I know I had Tangaroa roll for a total gold value, but I wasn't aware that this was listed. As such, please advise that you'll instead be able to take the jewelry (25 pieces valued at 2,000gp ea, totaling 50,000gp) or gems (25 gems valued at 1,000gp each for 25,000)

- For those of you who gained the 10,000xp, since we aren't using the normal xp/level thing, please not to take a level immediately. NPC's will gain multiple levels since they are MUCH lower that PC's.

- For NPC's in general, I will have their new sparkly weapons, new levels, and wishes all ready to go before tomorrows session.

Okay, that's it for now. Again, I realize that we are tweaking with some of the concepts of the deck so let me know any other issues or whatnot you'd like to discuss.

Be ready for the gambit, section 2!

like_a_god


"Live in your world. Die in Mine!"
 Topic: FEAR THE PONY!!!
FEAR THE PONY!!! [message #1334] Sat, 30 June 2012 20:54
like_a_god is currently offline like_a_god
Messages: 549
Registered: May 2009
Location: Boulder CO
Senior Member
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Damon,

I'm still laughing about that!

like_a_god


"Live in your world. Die in Mine!"
 Topic: 28 April
28 April [message #1262] Thu, 26 April 2012 23:55
duhwoo is currently offline duhwoo
Messages: 559
Registered: January 2011
Location: Gunbarrel, CO
Senior Member
Fort Fritz is good to go...
 Topic: Skulls &Shakles
Skulls &Shakles [message #1258] Sat, 21 April 2012 06:11
like_a_god is currently offline like_a_god
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Howdy,

Just saw this and I'm gonna give it a once over. Might find some useful mechanics and ideas.. Razz

http://paizo.com/products/btpy8rwc?Pathfinder-Adventure-Path -Skull-Shackles-Players-Guide


"Live in your world. Die in Mine!"
 Topic: Dictionary of the Vulfar Tongue
Dictionary of the Vulfar Tongue [message #1199] Fri, 24 February 2012 10:35
like_a_god is currently offline like_a_god
Messages: 549
Registered: May 2009
Location: Boulder CO
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Heya guys,

Saw this article and I thought it would be an awesome resource for tavern-speak amongst seaman.

Dictionary of Vulgar Tongue - published 1811

like_a_god


"Live in your world. Die in Mine!"
 Topic: For New and Potential Players
For New and Potential Players [message #1116] Fri, 30 September 2011 08:10
like_a_god is currently offline like_a_god
Messages: 549
Registered: May 2009
Location: Boulder CO
Senior Member
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Greetings,

Just wanted to drop a note for players that might be interested in joining the Edge of Waters campaign.

Character Creation
The choice of character background, class, race etc. may be limited by both the homebrew campaign setting and the NPC pool available to the party at the time of play.

Characters will most likely start at 5th or 6th level. Their gear will depend heavily on their background. Stats will be generated by the same means used at the start of the campaign.

Campaign Info
The info provided in previous postings is still relevant to the campaign. However, when considering character backgrounds and the like, please keep in mind that the party has traveled beyond the edge of the map. Information pertaining to this unexplored area will be made available for players who wish their characters to come from this locale. (And, as I create it)

House Rules
Over the course of the campaign we have tried to overcome some shortcomings of the Pathfinder system by developing some House Rules. Some of these have been detailed out in various discussions. However, I just wanted to clarify several specific ones.

Crafting: We tried a new crafting system and ultimately reverted back to that in the Core Rules.

XP and Leveling: We decided to level at the DM's discretion rather than track XP rewards.

NPC's & Leadership Feats: The Leadership feat has been omitted. Instead, the party has gained the assistant of NPC's organically.

like_a_god


"Live in your world. Die in Mine!"
 Topic: Wahi
Wahi [message #1091] Wed, 20 July 2011 22:17
Dragonsong is currently offline Dragonsong
Messages: 192
Registered: June 2009
Location: Boulder CO
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Whai(stingray)is a Hanumi (mixed blood) my father was from Rekere and is a carpenter. He met my mother while working in Annanstrand during the rainy season 24 years ago. When he returned the following rainy season the Hanumi woman he had come to love had borne his child. Thrilled to have a child and a family he married the woman and took her and the newborn back to his village on Rekere at the end of the rainy season.

Wahi is the oldest of 4 children by the couple and began journeying to Annanstrand with his father 8 years ago.

Moukos, my father, was an active participant in the rebellion and has some friends that remain throughout the big island and the middle islands from that time. Wahi and his father stay among the groups of traditionalist in exile(the ones Iri met and talked to) in the city as his mothers people are among thier numbers.

Whai has been called to a holy purpose as a protector of sacred objects and people primarily those associated with Matamua from early in his teens being trained in combat styles of both the island peoples and the newcomers and developing his own connection with Matamua to better protect sacred objects / sites and to officiate ceremonial combats if needed, as he is known for being forthright and fair. As Wahi has come into adulthood he has been charged with transporting ceremonial items between the middle islands and semi-traditionalist in Annanstrand, typically such items include properly blessed tattoo implements, family bond items connecting those in Annanstrand with their families back on the middle islands, etc. that are stored at sacred sites in the middle islands to maintain their "purity".

This season however Matamua has sent him into a different direction. No sacred objects were to be guarded instead he was selected to go to the Locathah trading as one of the guards to ensure the safety of the shy aquatic bretheren. As the rambunctiousness of the Lua and Aru trading families not to mention other Annanstrand based visitors to the trading have been increasing over the past few years. While on this duty he witnessed a strange group of outlanders along with a mat dweller and an apparent exile arriving on one of his many "uncles" prized Catamaran.

Wahi, upon seeing these late arrivals, received a vision from Matamua who manifests as winged serpent / dragon / large reptile. So fascinated with what Matamua was trying to convey he even approached the female exile during one evening's dances. Although he was not able to glean any information from her, a change did begin occurring within him. His connection to Matamua began to manifest as developing the ability to cast new magics and on occasion growing the claws that Matamua's manifestations often have.

Upon being discharged from his duty at the market and receiving training in how to use his new gifts Whai has traveled first to his "uncle" to learn who these people are. Then to a village on the north shore of the big island.Where he became embroiled in the duplicities of Rokah, a fisherman by trade and infernal sorcerer in secret. In his 40's established and respected Rokah's new headdress was deserved for his station. It also allowed him to more effectively use the enchantment magics available to him to cause the wife of the local head man to begin an affair with him. He then began to recruit her and several other women in the village to begin meeting in secret while he feigned an injury that prohibited him from leaving with the rest of the men to fish. It was when the head man fell ill (the wife was poisoning him) as a result of Rokah's over eager desire to supplant the head man. Whai arrived in the town and when he discovered the affair he sought to address the violation of family only to discover an ensorceled woman and very dangerous sorcerer. It was only by luck that Wahi survived. A situation arose where the chief's wife was asked to endanger herself to try and kill Wahi that the spell was broken and the discovery of the bad influence in the villages midst was revealed. Rokah was able to use magics to make himself invisible and flee the area with his plans in ruins.

The past week he has been assaulted with both waking dreams and nights filled with images of flying lizards, fire, the raiding serpentfolk, and other strange portents. As well as verification that the magical headdress was not corrupted and bequeathed to him by the local elders Wahi is preparing to begin his searches for this Captain Morgan and his fellow travelers.
 Topic: Odes to the Fallen
Odes to the Fallen [message #1080] Sun, 17 July 2011 08:38
Tangaroa is currently offline Tangaroa
Messages: 283
Registered: January 2011
Location: Boulder
Senior Member
For Talinth:

Wayward son here fallen at earths fiery lip.
Groaning, shouting, fighting, a last slow breath
Will your mother weep for this brave final trip?
Dark and angry sibling ghosts now your death.

Fethra smiling ever now, her son at ease
Passion was yours, seeking for a new day
Solace you have found on far shores afire.

Sunset falls now on us, dark and cold breeze
But in peaceful gray lands you make your way,
Sing as holy dead a voice that ne'er tires.



 Topic: spell card generator
spell card generator [message #1076] Sat, 09 July 2011 19:21
Dragonsong is currently offline Dragonsong
Messages: 192
Registered: June 2009
Location: Boulder CO
Senior Member
http://www.thegm.org/perramsSpellbook_d20pfsrd.php


for Damon and anyone else interested ion making nice laminated spell cards
 Topic: Walk through of a ship
Walk through of a ship [message #1062] Tue, 28 June 2011 06:48
like_a_god is currently offline like_a_god
Messages: 549
Registered: May 2009
Location: Boulder CO
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Guys,

Here is the ship walk through that Damon showed us on Saturday. Just thought ya might like to have the link as a reference.

http:// www.360cities.net/image/diaz-maritime-musuem-and-caravel-sai ling-ship-mossel-bay

like_a_god


"Live in your world. Die in Mine!"
 Topic: Rhedoc's Alchemical Needs
Rhedoc's Alchemical Needs [message #820] Sun, 20 February 2011 17:57
Tangaroa is currently offline Tangaroa
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Registered: January 2011
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Rhedoc, as an alchemist, requires some exotic mineral or vegetable materials from time to time. Importation into the islands is always an option, but time and cost dictate that he will desire to collect at least some materials himself. Here is a list I am beginning to form:

Cinnabar, Mercury Sulfide, Associated with Volcanic activity and alkaline hot springs. Red, face centered cubic, possibly twinned. Extraction involves roasting and condensing the evaporated mercury. Toxic.

Fool's Gold, Iron Sulfide. Common in underground mines. Golden in color and cubic structured. Maybe be struck to generate sparks. Resonates with the aether. Burn to make sulfuric acid. Heaped and allowed to oxidize, makes a runoff; boil runoff to make green copperas (iron sulphate). Mixed with a strong acid to make hydrogen sulfide.

Sal Ammoniac, Ammonium Chloride
. Clear-white crystalline salt, water soluble. Found after burning large amounts of coal or near volcanoes. Dissolve in water to form acid. Mix ammonia chloride and nitre to make smoke.

Nitrum Regenerate or Nitre, Potassium Nitrate
. White orthorhomic crystal. Combine urine and straw and allow to soak; wash with water. Filter liquid through wood ash and dry. Alternatively, collect from bat guano or crystalline deposits in caves. Mix with charcoal and sulfur to make gunpowder.

Aqua Regia, 3 parts Hydrochloric Acid, 1 Part Nitric Acid
. Clear colorless to light yellow; colors to yellow-brown to red when gold is added. Usable in dissolving the noble metals - gold, silver, platinum - to form metal chloride acids - chloroauric and chloroplatinic acids, for instance. Mix acid with a reducing agent (spelter - zinc - perhaps?) to precipitate gold.
 Topic: Taimaka Map - Updated 2.16.2011
Taimaka Map - Updated 2.16.2011 [message #813] Wed, 16 February 2011 20:58
like_a_god is currently offline like_a_god
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A map of Taimaka
index.php?t=getfile&id=16&private=0
  • Attachment: Taimaka.jpg
    (Size: 112.90KB, Downloaded 425 times)

[Updated on: Sun, 29 May 2011 22:12]

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 Topic: To Motopori & Back Again - Updated 2.12.2011
To Motopori & Back Again - Updated 2.12.2011 [message #804] Sat, 12 February 2011 20:23
like_a_god is currently offline like_a_god
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The old sailor set aside his quill, took a quick puff of the last of his Motega and sat back to admire his work. He was glad he got a chance to finish it up before the details of the last voyage of his career faded from his mind. "Perhaps, I should write a book about my journey," he thought to himself. "After all, how often does one get to spy a dragon and live to tell about it?"

motoporiandback.png[/attachment]
 Topic: Tokens of Dramatic Effect! _ Updated: 1.9.2011
Tokens of Dramatic Effect! _ Updated: 1.9.2011 [message #799] Wed, 09 February 2011 19:29
like_a_god is currently offline like_a_god
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Tokens of Dramatic Effect!
For this campaign we’ll be using Tokens of Dramatic Effect! Similar in nature to ‘Hero Points’ or ‘Drama Dice’, these rare tokens assist characters when their need is great. These tokens are rewarded to players by their fellows for excellence in roleplaying or awesomeness in action.

Tokens of Dramatic Effect! (TDE!) Rules & Mechanics
[list]
[*]At the start of the session the Pool of Goodness contains a number of TDE! equaling the number of players present minus one.[/*:m]
[*]When a player performs an act of excellent roleplaying, tactical brilliance, or other action which greatly impresses his or her peers they may reward him with a TDE! [/*:m]
[*]When the players, as a group, perform an action which greatly impresses the DM he may place another TDE! in the Pool of Goodness.[/*:m]
[*]In most cases players may spend a TDE! at any time. [/*:m]
[*]Players may not have more that 2 TDE! at any time.[/*:m]
[*]Players cannot spend more than 1 TDE! in a round.[/*:m]
[*]TDE! disappear mysteriously at the end of the session. They do not ‘roll over’ to the next session.[/*:m][/list:u]
Effects of Tokens of Dramatic Effect!
Token Bonus: You may spend a TDE! to gain a bonus to an attack roll, skill check, concentration check or saving throw.
[list][*]Pre-roll Bonus: +5, +1 per 4 HD of character.[/*:m]
[*]After Roll Bonus: ½ Pre-roll Bonus, rounded down.[/*:m][/list:u]
Token Aid: You may spend a TDE! to add a bonus to an ally’s (PC or NPC) attack, skill check, concentration check, or saving throw. Your character must be in the same location/encounter as the ally being aided.
[list][*]Pre-roll Bonus: +3, +1 per 4 HD of ally.[/*:m]
[*]After Roll Bonus: ½ Pre-roll Bonus, rounded down.[/*:m][/list:u]
Token Healing: You may spend a TDE! to heal damage done unto yourself or your allies. To heal an ally your character must be in the same location/encounter as the ally being healed.
[list][*]Heal self: 1d6+1, +1d6+1 per 2 HD character possesses.[/*:m]
[*]Heal ally: 1d6+1, +1d6+1 per 2HD ally possesses. [/*:m][/list:u]
Token Damage: You may spend a TDE! to add additional damage to a successful attack. This damage is not multiplied upon a critical hit and the amount of addition damage depends upon your character’s level.
[list][*]1st – 7th level: 1d8, minimum 2[/*:m]
[*]8th – 14th level: 2d8, minimum 4[/*:m]
[*]15th- 20th level: 3d8, minimum 6 [/*:m][/list:u]

Token Action: You may spend a TDE! to gain an additional standard action during your turn.

Token Defense: When fighting defensively you may spend a TDE! to double the affect of fighting defensively. Token Defense lasts one round.

Token Mulligan: You may spend a TDE! to immediately reroll the last dice roll you just made. This must be declared before the DM reveals the result of the roll itself. You must take the new result even if it is worse.
 Topic: The Party & Starting Point - Updated 2.5.2011
The Party & Starting Point - Updated 2.5.2011 [message #785] Sat, 05 February 2011 11:11
like_a_god is currently offline like_a_god
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There have been a few questions regarding the makeup of the adventuring party. As such, I thought I'd provide a little blurb here on the subject.

Party Makeup
I do not intend to force players to create a balanced party along the traditional 'fighter/healer/spell caster' dynamic. I find that doing this, or something along these lines, often forces players into playing characters they have little interest in. If players decide that they want a 'balanced' party, they are free to create one but its not something I will impose.

Party Unity
Beyond limiting characters to non-evil alignments, I will in no way force players to create characters whose personalities or backgrounds foster party unity. It will be up to players to consider how their characters may interact with one another and how important it is to them to have a 'care free' party. I suggest that players discuss with each other any concerns in this regard.

Historical Interaction
I will leave it to players to decide whether or not their characters have known each other before the start of the game.

Starting Point
I would prefer that when we sit down at the table for the first session that the characters are at the same starting point. It doesn't matter to me whether the party starts on a ship, in a tavern, on a sand bar or whatever, but I'd prefer to be able to start play as a group rather than as multiple parties coming together. This is something I'll work with players to provide.
 Topic: Character Creation Guidelines - Updated 2.5.2011
Character Creation Guidelines - Updated 2.5.2011 [message #782] Sat, 05 February 2011 09:16
like_a_god is currently offline like_a_god
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This will be a campaign focused heavily on roleplaying. As such, well thought out character concepts and clearly communicated character background are of the utmost importance. When developing their characters, players should keep in mind that the campaign setting may provide more limitations than the guidelines below present. Furthermore, characters are expected to act/behave in accordance with their ability scores (beware the dump stat) and chosen alignments. Please feel free to contact like_a_god for any questions or clarifications.

Here you'll find a quick rundown of the character creation guidelines for the campaign.

Starting Level: 1st Level
Ability Generation: 20 point buy
Traits: Up to 2 as per Advanced Players Guide (excluding campaign or deity specific ones.) Others possible via DM's discretion.
Race: Any listed in Core Rulebook
Class: Any listed in Core Rulebook & Advanced Player's Guide
Alignment Choice: Any Non-Evil
Starting Funds: Per Core Rulebook

Character Background Write-Up: Players will be expected to provide a brief written character background that gives insights into the character's history and motivations. Depending upon the background, it may be beneficial to include a list of individuals important to the character.

Caveats/exceptions/tweaks etc.: It should be kept in mind that certain game mechanics/rules may be changed in order to accommodate the needs of player characters or the group as a whole. When this occurs, the new mechanic will effect or be available to all other PC's as well as NPC's.
 Topic: Other Kingdoms & Peoples - 1.30.2010
Other Kingdoms & Peoples - 1.30.2010 [message #776] Sun, 30 January 2011 09:29
like_a_god is currently offline like_a_god
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The Motopori live at the very edge of the known world. Many to their little islands are visitors from abroad. Here is some information pertaining to these peoples.

The Isteni Empire
The Isteni Empire is the most populous and largest kingdom in the known world. The Empire began 250 years ago when, as a last ditch effort to fight off an orcish invasion, the kingdoms of Elor, Renush, and Keln came together. The union was successful but left all three kingdoms suffering greatly. Where they banded together in war they found strength in peace. The King of Isteni, Elbrecht Isteni, full of divine grace, took control of the newly formed Isteni Empire and the kingdoms prospered.

Once the newly formed kingdom began to stabilize, the Isteni Empire soon turned to extending its influence. First it turned toward its immediate neighbors, many of whom had refused to aid during the orcish invasions and conquered them. Then it continued to expand ever outward. Some within its path annexed themselves to the Empire peacefully while others were ground down under the heels of its armies.

The Empire continues its expansionist practices up to the present time. However, over the past decade the Empire has fallen victim to internal strife in several of its holdings. As it has redirected its efforts to dealing with these, its expansionist nature has slowed.

Imperial Cult
The Imperial Cult teaches that the Imperial family rules by divine blessing and that Elbrecht Isteni, king during the orcish invasion, was a demigod. The Imperial Cult has a presence in most communities and, while worship of the other gods is not discouraged in any way, participation in the cult has become part of being a good citizen of the Empire. Aside from teaching the histories of Isteni, the cult also provides instructions on the law and performs communal administrative functions, such as serving as judges.

Akkishen Kingdom
The Akkishen Kingdom is the second largest kingdom in the known world but is still less than a third the size of the Empire. It has been able to retain its independence due to the high mountains on its eastern border which that separate it from the Empire's lands and a strong naval fleet that protects its northern seashore. The kingdom is ruled by a council of royal families who take pride in their peoples’ independence from the Empire and their ability to foster trade in the known world.

The Hinterlands
The Hinterlands, an Isteni term, are located to the west of the Akkishen Kingdom. The area is made up of vast swaths of wilderness inhabited by numerous small kingdoms and nomadic tribes. It has deep fast flowing rivers that empty out into the sea past high cliffs. To the east lies a deep endless desert.

There are several kingdoms of note that exist in the Hinterlands: (More will be added as necessary)

Histitaure – This elvish kingdom is located deep in the Hinterlands, although its exact location is not known. While not the only elvish community in the known world, it is one of the most mysterious. This mystery may be more of a result of their tendency to refrain from entering into political world of their neighbors. A freedom that is resented a bit by the other long lived races that haven’t had that luxury.

Relations

The Empire and the Akkishen Kingdom
The relationship between these two powers is a tense and difficult one. The Empire is envious of the resources available to the Akkishen and has struggled, both peacefully and otherwise, to bring it into the Empire. For their part the Akkishen value the trade they have with the Empire but refuse to be ruled by them or take part in the Imperial cult. Still they are well aware that if the Empire ceased fighting on multiple fronts and focused solely on invading they would suffer greatly.

A decade ago the Empire sent a peace emissary to the Akkishen and they are still trying to hammer out terms. Still, aggression remains and is often done at sea with both countries hiring privateers and pirates to harass each others ships.

The Empire and Annanstrand (The Motopori Islands)
The Isteni Empire still claims the Motopori Islands as their own and those in Annastrand are declared rebels. However, after their naval attack on the city a little over a decade ago proved unsuccessful, they have not attempted again to enforce that claim directly. Instead, they have made trade with the islands illegal and encourage privateers to attack any ships bearing Annanstrand’s flag or try to insight unrest via spies and saboteurs. To this day the fear that an imperial fleet will sail toward the islands is very real.

The Akkishen Kingdom and Annanstrand (The Motopori Islands)
These two kingdoms have a good relationship and trade often with one another. A good portion of their kinship is based on the similarities they have in their relationship with the Empire. It is also not unheard of for Annanstrand merchants to fly under Akkishen flags in order to reach safe harbor in Imperial ports (or rather more of a chance of it.)
 Topic: Regional Map - Updated 1.23.2011
Regional Map - Updated 1.23.2011 [message #761] Sun, 23 January 2011 10:51
like_a_god is currently offline like_a_god
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Here is a map of the Motopori region.
index.php?t=getfile&id=14&private=0

[Updated on: Mon, 30 May 2011 15:41]

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 Topic: The Motopori Region - Updated 1.29.2011
The Motopori Region - Updated 1.29.2011 [message #758] Sat, 22 January 2011 18:58
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The islands of the Motopori lie at the far northwestern edge of the known world. To the north is the Tahwa, or The Edge, where the waters of the world cascade into oblivion. A largely unexplored expanse of open water lies to the west of the islands.

Climate and Seasons
The climate of the region is generally tropical. There are two seasons which are equal in length but vary greatly in rainfall. Torrential rains and powerful storms are the mark of the wet winter season. Few major storms occur during the dry summer season but brief afternoon showers are common. Aside from variations due to altitude, daily temperatures average 80° F during the wet season and 90° during the dry season. Northwesterly trade winds move across the region year round and precipitation is usually greatest on the windward side of the islands.

The Motopori Islands

The Motopori Island is an archipelago consisting of eight major islands. Each island has unique features even though they are part of the same underwater mountain range. Some are little more than small rocky spits of land, while others have dense jungles which give way to peaks reaching 10,000 ft.

The islands host a variety of plant and animal life much of which is unique to the region. Aside from Hiwera and Whati, most of the islands were historically ‘bird islands’ which supported a variety of bird and reptilian creatures. However, with the coming of the Isteni, rats and feral species of domesticated animals, such as boars, have made the islands their home.

Taimaka
Taimaka is by far the largest of the islands and the most densely populated. Taimaka hosts the center of the kingdom; Annanstrand.

(Taimaka will have its own write-up)

Rekere, Iti, Kanviku and Katura – The Middle Islands
Each of the Middle Islands are important to the Motopori peoples but only Rekere and Katura have permanent populations. The Middle Islands are usually spoken of together and often serve as an important buffer between the Koroua and the people of Taimaka.

Rekere
Rekere is the second largest of the Motopori islands. The island is divided in half by a mountainous ridge that stretches east to west culminating in the second highest summit in Motopori. The southern windward side of the island has numerous harbors and lush jungles. The northern side has less dense forests but the Patiki Reef shelters an abundance of marine life. Motopori settlements are scattered throughout the island.

Iti
Iti is the smallest island and largely flat with only its northern portion reaching any significant height above sea level. The island is in the rain shadow of Rekere and receives much less rainfall than any of the other islands. The northern section of the island grows a sparse forest. The southern sections are little more than rocky fields.

Iti is seen as something of a holy place and traditionally the island was used as a ‘sending off’ point for the Motopori dead.

Kanviku

Slightly larger that Iti, Kanviku suffers from a similar lack of precipitation. A mountainous ridge runs east to west with the highest point being in its western region. Portions of Kanviku’s southern shore grow sparse dwarf forest and a few negotiable harbors are found there. The northern side of the island contains dunes of sand which give way to rocky hills at higher altitudes.

Katura
Katura is a narrow island divided by a mountain range that reaches above five thousand feet. Its eastern slope is dense with jungle but its western side is covered rocky hills and steep cliffs.

On the northernmost point of Katura is the Hoko where the Motopori seasonally traded with the shy Locathah.

Korero
Korero is defined not by its two high mountain ridges which cross it, but rather by the valley that runs between them. The valley has numerous freshwater springs which allow it to flourish without the precipitation brought by the trade winds. Along the inner portion of the northern ridgeline a unique climate which results in a ‘cloud forest’ a feature unique in the region.

Korero is also home to the Koroua.

Hiwera & Whati

Hiwera is home to the only active volcano within the Motopori archipelago, Mt. Ponguru. Not much is known of the islands itself outside of the dense black smoke that continually billows out of it and the red glow on the horizon if you pass by it at night. Travel to the island is further discouraged by the presence of the dragon, Kirika, and the lizardfolk that inhabit Whati to the north.

Like Hiwera, the features of Whati are largely unknown.

Tahwa – The Edge
The oceans of the world flow over the Tahwa. In some places the cascading water is diverted by pieces of land, some of which no more than a mile or so in length. From these ledges one can look north over a cloud filled expanse or explore the rock face which is exposed for a short length before being reclaimed by falling water.

Darkwater Reach
Paralleling the islands to the north is a deep ocean trench. While there are numerous tales of sea serpents, the area seems largely devoid of life. The area is known for the intensity of its squalls and it’s usually considered folly to travel across it during the wet season.

Anchor Rock
Little more than a spit of sand and coral which barely rises above sea level at high tide, this is the last known anchorage before The Edge.

Whariki - The Mats
Found to the south of the islands are vast expanses of floating greenery. Some of these are so dense that they form land masses onto themselves and all shelter an abundance of marine life. The distance of these mats from the islands vary depending upon the season. During the wet season the storm sweep the Whariki northward where they eventually break up not far from the islands and are harvested by the Motopori. At the beginning of the dry season the mats reform further south and begin the cycle over again.

Those coming to Annanstrand have to navigate the Whariki first and are usually greeted by the Whariki Dwellers who are always ready to trade armfuls of fruit to weary sailors for their daggers or other goods.

[Updated on: Fri, 18 February 2011 23:16]

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