Pyros's Rise of Legends Homebrew (Inactive)

Game Master waiph


It is the dawn of a new era of history, a time of myth and living legends, when gods walk among us and history waits to be written. You have the chance to carve your mark on the world, shape its future. Your Destiny Awaits!

Crew of the Wyr’enshaad
Stranded
Captain Tavian Ill'zavaan Drow - N/A
First Mate: Drow - N/A
Butchy: Half-Ogre - N/A
Horus Flint: human - N/A

Slaver Kumunde: Human - *indifferent
Lela Korvosa: Human - Friendly
Hezala Tufani: Human - Friendly
Bessie Longshank: Human (Pilot) - Friendly
"Boss": Human - ???

Drow Crew: At least 1 left alive
Thadrax: Drow - *unfriendly

Passengers x5
Tamerand: Human - ???
Valet: Human
Guard: Human
Passenger: Human
Passenger: Human

Pirate Crew
Adryak: Hobgoblin - *Unfriendly
Nanna Sati: Wolfscarred Human - ???
Tickle and Squeak: Ratfolk - *Friendly
Tilly Babblebrook: Gnome - ???
Tavis Fink: Halfling - ???
???: Dwarf - Unfrieldly
Ghulthrulk "Cody" Tate: Orc -
"Bump": Half-Orc -
Maria Tate: Human -

Southerners: x4

Tengu: x21
- Injured x3

*Apparent attitude.

Geography of the World:
The world is a sphere but has a unique geography based on the odd circuit that the sun takes. Rather than rotating around the planed, it is accepted that for half the day the sun is parked in a cave, and takes a flight around the world in view of the area called The Central Kingdoms.  The compass will be using that as the point of reference.

The Southern most point of the world is the Spire, a mountain that rises out of the sea and into the sky like a great spike.  At the top is said to be the realm of the gods, and at its base is the resting place of the sun, the gateway to the underworld, etc.  It is generally accepted that there is an enormous cave at the foot of the Spire and many faiths say that the sun-god parks the sun at the end of every day within that cave.  The circuit of the sun is such that, from the perspective of the Central Kingdoms, it rises toward the South-East circles around the sky flying along the horizon rising farther and farther as it goes through the Eastern Sky then to the north, then begins to set and fall lower as it moves into the Western sky and finally it sets in the Southwest where it rests for the night.  Because the sun is visible on one side of the planet throughout most all of the daylight hours, on the oppose side, the sun is never seen.  That area is called the Darklands.

There are two main continents that experience daylight, North and South, split by the Great Sea.  On the west there is the Straight think the Straights of Gibraltar but bigger and the continents are connected on the East by a large strip of land.  To the North of that strip of land on the northern continent rises an enormous craggy mountain range, the Twilight Mountians. These runs along the entire eastern area of the continent all the way to the north pole.  

The Southern Continent has lush and thick jungle at its northern areas on the coast of the Great Sea and gets more arid and Desert-like as one goes south, with the landmass narrowing until it tapers off to a point.  From the end of this point one can see the Spire piercing the heavens into the clouds.  That Southern-most ocean, around the South Pole and the Spire, is called the Boiling Sea. The water is perpetually boiling as it is super-heated when the sun comes in and out of the cave in the spire.  This Desert area has a time of twilight at midday when the sun reaches its most northern point in its journey across the sky, while the morning and evenings are when it is most unbearably hot.

Up north, where the sun is seen all day at the center, is the Central Kingdoms.  To the east, the Twilight Mountians block the sun on lands at the foot of the range which creates about half a day of shade on either side of the range, hence the name.  In the North the sun reaches its farthest point from the Planet making the northern reaches of the world as cold as the Southern Point is hot.  Mountains glaciers and poor weather separate the North from the Central Kingdoms.  To the east is a coastal area that is not quite as nice due to the half day of dim morning but becomes ideal after Noon-time.

To the east is a mysterious and large continent that sits in the Eastern Sea, poking into the Darklands in some places, but not much is known about it in the Western and Central lands.

To the west is the Storm-Seas and Tempest Islands named so because currents take the water south along the western coast of the Continent from the Frigid northern seas and push it into the Boiling Seas, causing severe weather.  At the central point is an area of constant and raging storms that never cease rotating clockwise as water from the Boiling Sea moves north on the West side of the Storm, and water from the north coms South on the Storm’s eastern waters.  Farther to the east, partially dipping into the Darklands is the Dragon-Scar.  A long continent that runs along the Darkland boarder just far enough south that one can pass around the north of the tip from the Darklands without having to worry about glaciers, and ends deep in the Boiling Seas over which the sun sets.

The Darklands refers mostly to a small continent in the middle of the Shadow Sea where the Surface-Drow live.  The night is penetrated constantly by the light of the heaves and celestial bodies constantly illuminating the area. It is located on the opposite side of the planet as the Central Kingdoms but benefits from warm waters rising north from the Boiling Seas to maintain a temperate climate.  The rest is also rather unknown as none are foolish enough to venture south into the Boiling Seas or the Dragonscar.

Group checks:

Perception
[Dice=Desula]1d20+7[/dice](+2)
[Dice=Kalagan]1d20+5[/dice]
[Dice=Pyre]1d20+3[/dice]
[Dice=Thoyoitu]1d20+10[/dice]
[Dice=Tzardusk]1d20+8[/dice]
[Dice=Victor]1d20+7[/dice]

Initiative
[Dice=Desula]1d20+3[/dice]
[Dice=Kalagan]1d20+0[/dice]
[Dice=Pyre]1d20+3[/dice]
[Dice=Thoyoitu]1d20+3[/dice]
[Dice=Tzardusk]1d20+1[/dice]
[Dice=Victor]1d20+3[/dice]