Geoffrey's Finest (Inactive)

Game Master CampinCarl9127


Rough draft of world map

Named NPCs

Rygat

Sinafo Sandtongue

The Crew of the Raging Storm

Party Init/Perception:

[dice=Bjorkus Init]1d20[/dice]
[dice=Dalton Init]1d20+1[/dice]
[dice=Toramin Init]1d20+1[/dice]
[dice=Rilka Init]1d20+4[/dice]
[dice=Ianna Init]1d20+5[/dice]
[dice=Pazeek Init]1d20+7[/dice]

[dice=Dalton Perception]1d20+2[/dice]
[dice=Toramin Perception]1d20-1[/dice]
[dice=Rilka Perception]1d20+10[/dice]
[dice=Bjorkus Perception]1d20[/dice]
[dice=Ianna Perception]1d20+6[/dice]
[dice=Pazeek Perception]1d20+19[/dice] +1 vs traps, +2 vs humans

Aestherics:
Ranks

Initiate

Social Messenger, Talker, Face, Spy, Master Spy

Stealth Pad foot, Burglar, Thief, Shadow, Shade

Martial Warrior, Bruiser, Enforcer, Mercenary, Weapon Master

Magic Adept, Occultist, Magician, Thaumaturge, Warlock/Abbot

Killer Hunter, Slayer, Cutthroat, Assassin, Annihilator

Branch (Leader, Gender Race)
Description of branch

Social (Heff, Male Human)
This branch handles anything related to charisma. Messengers, diplomats, liars, torturers, and spies. The beginning ranks get you delivering messages, spreading rumors, defusing situations and gathering information. The higher ranks get you further into the information game, where you can go into deep cover for months or years just to plan in idea, a lie, or find out a secret. This branch handles all the intel coming in and out of the Aestherics.

Stealth (Drosil, Male Fetchling)
Thiefs, burglars, their main job is not to be noticed. Everything from small thefts to grand heists, the Stealth branch is where you go when something needs to happen quietly. Getting a powerful item, planting evidence, sneaking behind enemy lines, and learning things that others can't.

Martial (Krokar, Male Half-Orc)
The simplest branch, but a very necessary one. Sometimes you don't need lies and stealth and magic, sometimes you need a dozen good men with fine steel in their hands. They are the muscle of the Aestherics, doing everything from beating up a target, performing snatch and grabs, and fighting the rare large scale fights the Aestherics get into.

Magic (Älia, Female Drow)
A broad branch, as it covers everything from wizards to clerics to alchemists and everything in between. No organization can survive without magic users, the Aestherics being no exception. Arcane, divine, and science are all welcomed here. Rank is more grey here, some lower members being a walking library for a strike force while others are paper pushers. Some higher members spend hours behind their desks working over mysteries while others are terrifying battle mages or confounding illusionists.

Killer (Jasper, Male Dhampir)
By far the darkest branch, the Killer's have the most blood on their hands. While they occasionally set out and chase down fleeing targets and fight like a member of the Martial branch, more often their missions are well planned, cold blooded assassinations. Lower ranks kill by any means necessary, normally assigned low value targets and being told "just kill them." The higher ranks can get incredibly complex and delicate missions, such as killing a noble in a certain location at a certain time with a certain method in order to frame a group of people or make it look like an accident.

Dwarfs:
What We Know About Dwarven Culture

1. United Government. There are no dwarven nations; there is only the dwarven nation.

2. There are seven clans:

Whitefire = Duine Gealtine
Obsidion = Bolcán Gloine
Silverhammer = Airgidcasúr
Blackdiamond = Dibh Muileata
Sapphire = Saifír
Godsmead = Diabeoir
Gearsmith = Trealamhgabha

Whitefire Clan: traditional priests. According to the lore, the White-fire clan is the oldest clan who were taught by Torag and his family the rites of propitiation. Where they are rich in history, they are poorer than most of the other clans. Lighter skinned.

Obsidian Clan: fighters, stonelord paladins, allied with the Silverhammers, Whitefires, and have numerous connections to the elemental plane of Earth. Backbone of dwarven security Dark skinned.

Silverhammer Clan: Mining, smithing, and stone carving clan. Wealthy. Moderate politically. Largest Clan. Light Skinned.

Blackdiamond Clan: Trade and Entertainment. Traditionally one of the least respected clans by the Whitefires due to their extensive contacts non-dwarven contacts, history of "light fingers," and alliance and support with/of the Gearsmith clan. Tan skinned.

Sapphire Clan: -- Traditional wizards. The second most small clan. Tan Skinned.

Godsmead Clan: Brewers, Artisans, laborers. Second most populous clan. Tan Skinned

Gearsmith: Magitech. Smallest clan, but with the highest population growth (some might say unnatural population growth. Founded 500 years ago by Gurin Obsidian and Mathild Whitefire. Their children form the central family with secondary families drawn from the Whitefire, Obsidian, and Sapphire clans when they broke away. They are all about science and its fusion with magic both divine and arcane. Obscenely wealthy and only growing wealthier. All except one member know at least one form of magic. (Some might say their magical gifts are also somewhat unnatural.) Mix of complexions.

3. The highest level of dwarven government are the Voices in the Stone. There are seven voting members of the Voices in the Stone and two non-voting members. The seven voting members are the heads of the seven clans. These clan heads are drawn from the central families of each clan. These central families are essentially dwarven nobility. Each clan head votes on who will be the dwarven king (gender neutral) from amongst the seven voting members. That king serves for life. The two non-voting members of the are the advisor on technology and the advisor on magic.

4. Capitol is at the southern edge of the northern mountains, a city 9/10 inside the mountain and 1/10 above it. The city itself was carved from the inside of the mountain.

---- This is probably where we will be going. Given the insular and secretive nation of dwarven culture, they probably want to overawe outsiders and limit their ability to travel between dwarven settlements. This makes the capital on the southern edge of the mountains the natural choke-off point for outsiders. It also makes sense that the central families of each clan have primary residences here.

5. Many other cities throughout the mountains, less concentrated the farther you go north (more severe conditions and more hostile natives). The cities/towns/villages range from other mountain establishments to ground villages to the dwarven sacred city of (insert name here). This city is also known as "The second stone", for it is completely detached from the earth. It floats a few hundred feet above the mountains, the only way in or out of the city through magic or flying. The city is incredibly sacred to the dwarves, and it is home to their religious leaders and oldest temples.

Dağın Kalp It means "Heart of the Mountain" in dwarven (Turkish translator, let's use that from now on for dwarven for a standard).

The Voices in the Stone

Duine Gealtine Dolgrar (Inquisitor) (Exarch) LN (Well known as the terrifying face of law and justice)

Bolcán Gloine Vorn (Paladin) (Stonelord) LG (Known as the living stone, the oldest known dwarf but still a terror on the battlefield and extremely wise)

Airgidcasúr Thronorm (Cavalier) LG (Brings dwarf stubbornness to a new level, ruthless negotiator)

Dibh Muileata Gilad (Bard) CG (Not very popular but has the dwarfs best interest at heart)

Saifír Maerin (Wizard, Loremaster) N (Reclusive but passionate)

Diabeoir Elgrim (Fighter) (Foehammer) LN (Slightly xenophobic but just)

Trealamhgabha Yana (Cleric) (Community, Nobility) LG (Folgrit) (Infamous for her fertility magic and biological science)

Advisor on Technology Alavar Trealamhgabha (Cleric) (Forgemaster) LN , "The Master Maker"

Advisor on Magic Zundrhof Saifir (Wizard), "The Enlightened One"

Vorn is the current king.

Pirates and Pirate Lords:
The freebooters of Erandor's seas answer almost entirely to the Storm Council, composed of the Pirate Lords and headed by the Pirate King himself. Each Lord controls a large portion of Erandor's waterways and the individual pirate captains operating within them. The Pirate Lords exert very little control over those within their domain save the right to claim a target above all others and a yearly tribute collected from every captain within his or her waters. This Lord's Right is called on exceedingly rarely (usually only for the most lucrative of marks) and the annual tribute isn't a a tithe or tax but a single item, meant to represent the breadth of the ship's successes for the year. Most captains use the annual tribute as a vehicle for earning the favor of their Lord and to boast of their prowess. The Pirate King has equal power on the Council to any of the Lords but more importantly is tasked with ensuring the continued health and prosperity of piracy on the high seas with responsibilities like making sure the borders of friendly ports are respected (and remain safe havens), that peace treaties with seaside towns are honored (so that their blood­free tribute continues coming in), and that disagreements between lords is handled in a proper manner.

Bjorkus 'The Bull that Mounts the Sea' is the newest of these lords. He operates out of the Isles of Broken Screams, land gifted to him by the Council when he was elevated to Pirate Lord. The island's native inhabitants, warring tribes of savage human cannibals, were cowed when the minotaur conquered their 'god', a high girallon, in single combat. Since then he's heavily fortified the main island including a fortress where his riches are stored, a brothel where his harem spends most of their time, a private shipyard where his flagship the Nereid's Kiss and the other vessels within his fleet can seek repairs when needed, and a small town where the non­native men and women live and seek shelter.

The rest of the Council includes Zoe Chaldara, high priestess of Besmara; Ildier Calmirk, druid and chosen of Gozreh; Aftner Seablood, half­orc, afflicted wereshark, and long time rival of Bjorkus Sr; Demitri Slipshank, sea elf and former royal assassin; and the current Pirate King 'Firehands' Kardak, seemingly timeless pirate and master of firearms. Though they disagree on many things, the segregated nature of the Council's individual 'kingdoms' usually keeps direct conflict from becoming a problem.

Loot Tracking:
Total +9274

-500gp (Liamsho recrafting weapon)
-850gp (Legend Lore)
+74gp (Bjorkus performing)
+2000gp (craft circled of guarded thoughts)
+3000gp (craft headband of vast int)
+5000gp (craft Ianna's headband)
+450gp (Malan's discount)

Current Party Alias':
Rilka - Chibi
Bjorkus - Ragnar
Toramin - Azan Dibh Muileta
Ianna - Ziza Dibh Muileta
Dalton - Lopa