Adventures in Wrack (Zweihander)

Game Master scranford

Mystery, Mayhem, and Marauding in the world of Wrack.
Fortune Points 6/7
DM Dice

Spoiler:

Initiatives

  • Brunhard [dice]1d10+8[/dice]
  • Skeggi [dice]1d10+7[/dice]
  • Nuriah [dice]1d10+7[/dice]
  • Murgrim [dice]2d10+8[/dice]
  • Aurelie [dice]1d10+8[/dice]
  • Kurdran [dice]1d10+6[/dice]


Marching Order
Spoiler:

1. Brunhard (Carrying Map and Pike)
2. Kurdan
3. Litttle Aurelie
4. Mule 1? (Led by Kurdan?)
5. Nuriah (Leading Frye and donkey 1)
6. Skeggi
7. Frye and Donkey 1
8. Mule 2 (Led by Skeggi)
9. Donkey 2
10. Murgrim.

Double File
Brunhard----------Kurdan
Aurelie-----------Mule 1
Nuriah------------Skeggi
Frye/Donkey 1-----Mule 2
Donkey 2----------Murgrim.


Watch Schedule
Spoiler:

1. Brunhard
2. Kurdan
3. Murgrin
4. Skeggi


Wrack is a world just emerging from a dark age, when demons and devils appeared from somewhere/nowhere, and waged a battle for supremacy, which left the planet scarred and changed. Finally after a war that lasted over a century, Humans have emerged as the dominant race... at least in the part of the world known to the players... with the Elder races holding on to isolated pockets of civilization.

Armies of demons and chaos beast haunt a frozen wasteland north of the Great divide, and a barren wasteland exists where once there were countless miles of plentiful plains, and wooded forests, inhabited by devils and mutated animals of terrible countenance.

Civilization is blossoming forth from this crucible of death and destruction, and hope flourishes for a new world order. Parties of adventurers probe lands untouched by the divine races for nearly a century, and with the threat of war diminishing into a distant memory, fame, fortune and adventure reach out to those bold enough to embrace it.

It is into this land that our group of intrepid explorers adventures forth. From humble beginnings are great stories to be told.
Player Character Races in Wrack

Spoiler:

Human:

  • Furgen Basic European, mixed Heritage. Flip to succeed on choice of three focus chosen from (Charm, Education, Folklore, Tradecraft).
  • Vosk Vikings. Flip to succeed on choice of three focus chosen from (Pilot, Navigation, Survival, Folklore)
  • Nalos Arabians. Flip to succeed on choice of three focus chosen from (Charm, Education, Handle Animal, Ride)
    [8]Savin African Tribesmen. Flip to succeed on choice of three focus from (Charm, Folklore, Navigation, Survival)

Dwarves


  • Sand Dwarves Very dark brown skin and sun bleached lighter hair and beards. thinner than usual for race. Flip to succeed on (Toughness: Resist Flames focus, and choice of two focus from (Bargain, Survival, Tradecraft)
  • Barrier Dwarves Standard Dwarven traits and appearance. Flip to succeed on Toughness: Resist weather, Incantation: Cast Runes, and choice of one focus from (Education, Scrutinize, Warfare)

Halflings Standard Halfling traits and abilities. Halflings have a lost homeland, and as far as anyone can remember have traveled the world in caravans, both large and small, trading and carrying rumor as they go. They are welcome almost everywhere, but seldom trusted. Flip to succeed on Bargain: Haggle, and a choice of two focus from (Charm, Counterfeit, Drive, Navigation)

Elves


  • High Elves Standard elven traits and appearances. Almost unheard of, and many never see one in their lives. Nobody is sure where their homeland is, and there are only rumors of extremely powerful lone wanderers who show up to observe. (Note: You would need a good reason to play this race, and must consult with DM for details.
  • Wood ElvesStandard Elven traits and appearances. Again, rare, and tend to stay to their isolated enclaves. Flip to succeed on choice of three focus from the following. (Athletics, Incantation, Martial Ranged, Stealth)
  • Winter Elves Standard Elven Traits and appearances. Once again, very elusive, and unknown, south of the Great Divide. Occasionally one will show up at the divide, to warn the troops there of something, then just as quickly fade back into the north. Flip to Succeed on Toughness: Resist Weather, and two focus from the following. (Survival, Stealth, Interrogation, Coordination).

Gnomes Standard Gnome racial traits and appearances. Gnomes in Wrack are much more tied into the Fey, and tend to move about from isolated wilderness area's to civilized areas always in search of ancient lore, magic, and technology. Flip to succeed on Toughness: Resist Magic, and two focus from (Alchemy, Guile, Incantation, Tradecraft)

Ogres Standard Ogre racial traits and appearances. While more common than Elves, Ogres are still a sight one might see once or twice in their lives. All Ogres live in isolated Steadings throughout Wrack. They all go on 'Wanderquests' at least once in their adult lives to gather information about something revealed to them in a vision. Ogres origins are vague except to themselves, and they are wardens of knowledge for the known world. (See DM for more information if you decide to play this race). Flip to succeed on Incantation: Dream Interpretation, and two focus from (Survival, Scrutinize, Navigation, Eavesdrop)

Religion in Wrack

Spoiler:

This is a brief list of the gods of Wrack, followed by the majority of the civilized races. I've take liberty with the Celtic pantheon, taking advantage of their familiar names, but warping their influence, because I can. The world is also in an upheaval of religious change, as more and more beings fall under the influence of the Great Church, and it's hundred saints.

Main Gods - Note: I've reskinned the gods from the Zweihander book,
and stretched them to fit the Celtic pantheon.


  • Balor - The Crouching One (Assassination, Blood, Cruelty)
  • Arawn - The Custodian (Death, Dreams, The Afterlife)
  • Silvanus - The Demiurge (Nature, Animals, earth, fertility)
  • Dagda* - The God Emperor (Civilization, Courage, Humanity)
  • Oghma - The Learner (Knowledge, Justice, History)
  • Manannan Mac Lir - The Leviathan (The Sea and Storms)
  • Diancecht - The Martyr (Healing, Mercy, Childbirth)
  • Goibhnie- The Nightfather (Good fortune, Commerce, Thievery)
  • Morrigan - The Steward (Soldiers, Strategist, Warfare)
  • Dunatis - The Winter King (Winter, Wolves, Battle)
  • Brigit** - The Summer Queen (Fire, Poetry, Song)

* Dagda is viewed as the father of the Pantheon, and the main god worshiped by "The Great Church". There are 100 saints under his domain, to conveniently cover any open holes in worship.
** Birgit is not in the book, but I couldn't have a Celtic pantheon without her, and old Dunatis needed a foil anyway.

History of Wrack

Spoiler:

Little is known of the history of this land before the purge. It was over a thousand years ago, and few live today to speak of it first hand, but a burgeoning land of harmony and prosperity was suddenly brought to it's knees by a catastrophic event still a mystery to many. The peaceful and settled world was reduced to a chaotic maelstrom by "The Event" and only in the last century has it began to normalize.

Pockets of civilization, and semi-civilization clung to existence as wars between devils, demons, and beings of pure chaos warred over what was left of the planet, re-shaping its geography and culture as the strife enveloped the entire planet. Who was the victor of this extended battle? In a word... nobody. Fortunately the forces of Evil and Chaos fought each other as hard as they resisted the efforts of the civilized races to control them, and a stalemate was finally reached. In the north Devils rule from their vast castles made of iron and brass plotting their next step, while around them surge the unbridled forces of chaos. First these forces must be controlled before plans of conquest can come to fruition.

Further to the south, the once fertile planes have been reduced to a great wasteland, inhabited by ancient demon controlled sprawls, kept in check by giant insectoid races who were once created and ruled by these same demons.

Mankind and to a lesser extent the other good humanoid races are beginning to emerge from their existance of clinging to a dark and bitter life, and starting to forget the lessons of the past. They reach out for a brighter future, and lessons of the past begin to fade.

For centuries after the conflict the Gods were clung to for substinance, and grew strong in their power, but mankind begins to rely upon themselves once again, and turn their faces from the gods... and the gods are not entirely happy about this.

Into this world of change you emerge. The first generation to look beyond existence and strive for a better future for you and your descendents. The world is still a dark and gritty one with pockets of civilization among the deserted and chaos changed landscape, but stout-hearted adventurers like yourselves and starting to look for more. The desire to learn more about what happened and how to perhaps prevent these things from happening again stirs within your souls. Perhaps by uncovering the past, you can look to a better future... So the quest begins.

Bard's Gate Outer Quarter

Spoiler:


  • Founders Park
  • Reingolde's Bar (Where you are now)
  • The Brass Shield (Shields)
  • Stoneheart Mountain Distillery
  • Koole's Butcher Shop
  • Constables Station
  • Utello's House / Studio (Sculpture)
  • A Little Off the Top (Barber/Dentist)
  • Shylor the Augurer (Fortune Teller)
  • Furrier
  • Juju Fetish
  • The Broken Camel (Tavern)
  • Parchment Maker
  • Caramip's Architecture
  • Hauk the Sapper
  • Tar and Pitch
  • Caagrah the Dog Trainer
  • The Second Skin (Exotic Pelts)
  • Ka'zic the Tracker
  • The Feathered Hearld (bird delivered messages)
  • Dreams of Feng
  • The Rising Dragon (Exotic food resturant)
  • Quarter House (Small Folk adventuring gear)
  • The Strong Bow (Staves & Bows)
  • North Gate
  • Forest Gate
  • Luch Fucher's House