The Splintered Isles Table Chat


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The Exchange

The Splintered Isles
“Beware the Divine wrath”

Then
It took one day to destroy the kingdom of Grand Jurghan.

Grand Jurghan was known as the Light of the Crown, a considerable island centred perfectly for trade in the Argos Ocean. The inhabitants were deeply pious, sun worshippers of Hettama, but their faith blinded them to all others. Tellora, her sister Goddess of the Moon, ruined the kingdom in a fit of jealousy.
On the fateful morning, Grand Jurghan cried out in the shadow of a falling asteroid. Its fiery pieces caused massive craters, and devastated the splintered remains with savage waves of water.
The backlash of fire and ash from the Jurghan volcanoes wrought havoc and ruin. Overnight whole towns just disappeared and their survivors faced many more eruptions for days to come.

Eventually calm returned and a shattered island chain remained, with many sweeping bays shaped by submerged craters. Fortunately the largest southern island had not been completely devastated. The dwarven clans of the volcano Vanneal had avoided the worst of the harm and they provided shelter for those few survivors.

Rebuilding took decades. In time word reached the outside world and the expanding sea trade slowly brought with it settlers and explorers.

The settlers spread from the southern isles, and they found fertile soil and plentiful seas. The colony of Cindra stood at the centre of the growth. It gradually spread along the coast of the Moon bay becoming a major sea port.
Explorers travelled north of the Great Bay, hoping to find the rich volcanic tombs of the Jurghan emperors, now hidden by ash and vegetation. Instead they found strange oozes and fungal creatures infesting the deepest jungles. It took several expeditions into the interior to stamp out the monsters, called Children of Tellora, as many believed that she had sent them. However rumours persist in the marketplace that in the darkest tropical tangles, one or two Children still fester.

Then the Norgard sea raiders arrived in their drakkar. Mainly human and orcs, these unforgiving slavers and traders were no longer welcome in their own land. They came and liked what they saw.

The Cailim’s navy could only stretch so far. The northern isles were left bereft of that protection and they felt the full force of the savage warriors. In turn the Cailim chartered a dozen hired privateers-captains of all stripes to root out these raiders. In the maze of islands and coves, the cut-throat fighting and lack of morality led to a bitter and protracted war. As time passed with no resolution, the north islanders blamed the Cailim for his lack of support and so several island towns became safe havens for the pirates.

Eventually the aged Cailim lost patience with his failing privateers; he tore up their charters and left the problems of the north to his naval advisors and their marines. Privateers either joined the Cailim’s navy or went north to join the pirates.

And so while the Cailim calls all the Splintered Isles his kingdom, north of the Great Bay, the truth is very different.

The Exchange

I am very interested in joining your game. Is this a setting of your own or from an AP? I ask because the description reads like the opening chapter of a good book.

Yesterday I worked on a rough draft for a few different classes I would like to use. Whenever you are ready to get that information let me know. I will be fleshing them out and working on the grammer today as I get time. My posting schedule is very flexible. Most weeks I can post Mon-Fri 99% of the time without a problem. If something does come up I can send an IM, email, or post a message just let me know your preference. The weekends are a little spotty for me though. By your post I do not think that would be a problem.

The Exchange

This one's mine.

I am putting together more info over the next few days.

Cheers


I am also very interested , just a question of how swashbuckling you want it to be ,

because really what little boy or girl doesn't want to be a pirate yarr

L

The Exchange

Now
The Cailim
South of the Great Bay, the Splintered Isles have regained much of what Grand Jurghan once had. The venerable Cailim Nimar Comash, presides in the Sun Palace of Cindra. He is regarded as a wise and generous leader, who guides his people with skill and knowledge. However his age and infirmity mean that the Cindra merchants are concerned for the Isles stability.

The Mellabad
Below the Cailim are the merchant aristocracy – the Mellabad, families whose status is decided by wealth and the land they administer. Many unscrupulous Mellabad keep a close eye on those below to ensure they are not overtaken in business while viewing those above with envy and lust. It is true that certain families treat with everyone using the guiding principles of the Cailim, principles of respect and honour. It isn’t true of all.
At present the richest families are using their power and wealth to affect the choice of the next Cailim from among his sons and daughters. This decision is usually taken by the Cailim and his advisors, the noble Vizier Makredallah and the gnomish priest Salah.
To ensure that the Mellabad do not transgress too much, the Cailim has the Silken Veils, whose reputation for quiet death, stops most plots before they bear fruit.

Religion
The Cailim has said that “a man must speak of his faith and wealth with gentle lips.” Since the time of the Cataclysm that has been a major tenet of all the leaders, they do not wish to incur such divine wrath again. The result has been that while most religions can be found flourishing in the Isles, they do not have the fervour of the past followers of Hettama. Even Tellora has a shrine, although her worshippers are treated with tolerance and suspicion, but no worse. After all no one wishes to bring down another evil fate.

In Cindra religions from all around the Argos live side by side. They use the sea port as a central point from which to spread the word. The only rule is that each faith gets along with the rest. The Gentle quarter is their home and a large force of the Cailim’s finest marines keeps the peace.

The Might of the Crown
The Cailim has a sizable navy to protect the sea lanes and these vessels occasionally help the northern families when pirates threaten. The marines onboard are usually more than capable of quelling any trouble. However that hasn’t been necessary for several years.
Cindra also has a few other resources to protect itself. It has the Mages of Tulshaz, eldritch knights riding magical flying carpets. At sea there are many maridan and potent half-sea elves, whose calm strength keep the Moon Bay safe.

Diplomacy
Politically the Cailim is neutral. He does not interfere with the affairs of other nations, although he does take great interest in foreign states and ensures that their ambassadors from most countries enjoy his hospitality. This has boosted trade.
Gradually the Splintered Isles and its neutrality have become a place for diplomacy. The Cailim wanted this and so he has set aside several gorgeous palaces, places where contented diplomats can talk into the starry nights.

North of the Great Bay
The wealthy Omar family is responsible for the main island of Qirminda, and they have dozens of small dhow to protect the coast and rivers. Vazar is their home, deep in the jungle. Sulumin Omar, the head of the family, made a vast fortune in mining and the City of Jade has been the result.

Furthest north is the gnome Sham al Bidikah. He is head of the Maqah and Bidikah is the centre for all manner of bureaucracy. He has much to contend with.

But more of that next time.

Cheers

The Exchange

TheOcho wrote:
I am very interested in joining your game. Is this a setting of your own or from an AP? I ask because the description reads like the opening chapter of a good book.

I have written this several times and I must admit that the Superstar competition made me try that bit harder. From now on in I doubt things will be as polished.

TheOcho wrote:

Yesterday I worked on a rough draft for a few different classes I would like to use. Whenever you are ready to get that information let me know. I will be fleshing them out and working on the grammer today as I get time. My posting schedule is very flexible. Most weeks I can post Mon-Fri 99% of the time without a problem. If something does come up I can send an IM, email, or post a message just let me know your preference. The weekends are a little spotty for me though. By your post I do not think that would be a problem.

I've given this a bit of thought, I suggest that you keep those ideas and discuss them with the other players when we have a full group. That way everyone has an even chance at playing what they want.

I am pleased that you can post often or let us now, that is just what the game needs.

Cheers

The Exchange

The Island of Vinggor
Vinggor is in the centre of three substantial islands at the northern tip of the Isle. Twenty years ago the Maqah gnomes were given the island and with the Might of the Cailim they overthrew the major pirate ports.

Since then Sham Maqah has received limited support from the South. This in turn has led to the pirates becoming more numerous and bolder. They are based on Umulad to the north, although the inlets and coves make it difficult to track them to their hideout.

Nevertheless the Bidikah port has also grown. The gnomes are consummate merchants, such that trade has never been so good. Pearls, jungle fruits, goat and pork all do well. However the greatest prizes are the black mushrooms of the jungle, each one a narcotic. However that trade is controlled by a guild of thieves called the Faradin. Rumours in the souk speak of the Maqah gnomes and the Faradin being one and the same, but who can tell?
Bidikah is also home to a large explorer mission, called the Badasah. They use it as a jumping off point to travel to all the surrounding islands and their ruins. It doubles as a bardic college and barber’s emporium.

The Place
The majority of people live either as wanderers of the jungle or coastal fisher folk. The interior is dark and tangled but there are guides who can travel the maze of plants and its dangers. Life on the coast tends to be more peaceful, fish is plentiful and the pearl divers are much in demand. However the old threat of pirate raids means that many villages have their own stockades and hidden storage caves.

The Faiths
Far from Cindra and its gentle beliefs, the followers can be much more fervent. The main faiths are those of Krakis, the Seamaster (water, nature, travel, and weather) and Lommaq the Haggler (charm, law, luck, and trickery). The poor and worthless can turn to the faith of Yakamalah the All Seeing Healer (good, healing, nobility and protection) when in need.
However others such as Hettama, Tellora and Jor the Norgard god of war can be found tucked away.

The Village of Musaal
This is a small village on the western side of Vinggor. It is linked to the town of Bidikah by a trade route that bisects the island. The track is used mostly to take pearls and sea delicacies to the finer merchants, their go-between is a nasty tax-collector called Morah Gorolam. Morah uses a band of bodyguards to ensure his place in the village remains secure and that the taxes are all received in full.

A band of hunter elves have moved into the near forest. They have brought back a startling animal from the slopes of the Screaming Crater, a reptile of unnatural size. The elf gave the village a 50ft foot snake and that is now nailed to the side of a tall wooden post, the last remains of the old meadhall.

Also the village has a failing dwarven armoury with a small family of prospectors. Across the small bay are two small islands upon which reside several sorcerers and explorers. There is an active volcano on one island and both have many old ruins, some as yet undiscovered.
Villagers often earn a great deal fetching and carrying for these people.

Nearby a retired half-sea elf explorer, Ashlar Ceemardir, lives in an abandoned Temple to Yakamalah. He is trying to fan the flames of the good faith and promote the welfare of the poor, especially the half-orcs (“orcbloods”). They rank only slightly higher than slaves in a lot of peoples’ eyes. So far his services have been poorly attended but he is undaunted.

The Musaal Dhow
The village has many small canoes and rafts but only one decent sized vessel. The village used it for trade and deep sea fishing but now it is the home of the secretive Gorolam family. No one knows the reasons for their sporadic sea journeys.

Next let's go to the races

The Exchange

Races
Human
Most lowborn farmers, sailors and fisher folk can only trace their ancestry a few generations. Above the commoners are the craftsmen and professionals, who have a tradition of class with many nuances. The line blurs into the lowest of the Mellabad aristocracy. Amongst the Mellabad, lineage is a sign of “true nobility”, almost as important as the amount of royal blood in the family.
Human warriors of Norgard have raided the islands for centuries in their drakkar and their by-blows can be seen in many coastal communities.
Over the last century, humans from all parts of the world have settled in the Splintered Isles for one reason or another. More recent settlers include the odd ex-slave of Orbin, the mindflayer mining country to the south, and Merlenese refugees attempting to escape their nation’s war on the elves.
Often it is these new arrivals who become adventurers since they find it hard to fit into the social strata of this way of life.

Dwarves
The dwarves mainly dwell in the ancient fortress of the volcano Vanneal, which overlooks Cindra. These are the oldest and proudest of the dwarves who can trace their ancestors to way back before the Cataclysm. After the meteor struck, those few other clanholds that survived were then cleaned out by the Children of Tellora. The dwarves have long memories and their grudge against the moon worshippers is deeply ingrained. Those fortunate surviving clan members fled to Vanneal.
Vanneal is renown throughout the Argos nations for its skill in metal craft, peerless gems and jewellery and knowledge of the element of fire. The dwarven god, Moradin, is said to sleep in the warmth of the volcano.

In the last hundred years or so, the dwarves began establishing small forts or “armouries” on many islands. These homes were chosen for their proximity to useful ores or wealthy communities in need of their industry. Often one clan will own several such armouries across a group of islands and be prospecting for more. Usually a travelling dwarf is a prospector, but one or two leave Vanneal questing in the name of the Soul-Forger.

Elves
There are three elven races scattered about the Isles. The largest group are the Sea Elves of the Deep. Not many have dealings with these calm and otherworldly individuals. But a number of half-sea elven children show proof of their existence.
Secondly are the sylvan or hunter elves that set up camp in the forests. However one or two of the youths do become restless and seek adventure in the outside world.
Lastly there are the noble elves. These recluse magicians inhabit the towns and Cindra to further their knowledge and studies. A noble elf must have a different perspective on the Isles since they can remember the days of Grand Jurghan, sun worshippers and the Splintering. Strangely any more recent arrivals seem cut from the same solitary cloth.

Half-elves
The sea and hunter elven children make ideal companions. In fact since a sea half-elf can breathe on land and in water sailors regard them as very lucky. Noble elven cross human children are the rarest of all, almost non-existent. Adventure is in a half-elf’s blood as they tend to enjoy exploring the Isles rather than trying to settle in one of their parents’ communities.

Gnomes
These sea merchants all arrived post-Cataclysm and they have thrived. Close knit by nature, the gnomes view other races as trade opportunities or at worst marks for confidence tricks. Their love of the sea and sailing is a passion. In fact most gnomes live on large family ships, and ply their business throughout the Splintered Isles.
Also the tinkers and barbers have a love of magic which is only matched by their enjoyment of a good joke. The nature of their lives makes these hardy and intelligent folks well capable of defending their vessels so woe betide the pirate raider that takes them on.
One old wives tale talks of the gnomes being able to fly, and every now and then jokes about flying airships are brought up.

Halflings or Kender
Cindra has a sizable tenement section of kender called Bedlam. Bedlam is where the kender start from but the wanderlust takes them everywhere. Their curiosity and quick wits see them get into and out of trouble all the time. However halflings believe the good in all folks so people find it difficult not to like them.
They make ideal adventurers with their lack of fear. However being a kender’s companion usually means keeping tight hold on possessions.

Half-orcs
The orcish sea raiders of the north love to test their mettle against the Islanders. Rape, pillage and plunder occurred when the horde goes on the rampage. This makes your average half-orc a hated “Orcblood” creature and their homes are prone to random damage. They are treated as second class citizens, as untrustworthy servants or dumb bodyguards. Orcbloods are more readily accepted at sea where social status can be less important then individual strength and industry.
Naturally most orcbloods take to adventure to avoid the stigmata of their heritage.

Nearly there, if you're reading this, thank you for bearing with me. Just need to outline the classes available and character generation, then we can take this out for a spin.

The Exchange

Character Classes
The setting above should give anyone that wants to play a good idea of what classes best suit. The adventures should have a flavour of Sinbad and I confess that I've written many Al-Qadim adventures in the past for the UK conventions - one even made it across the pond (1997 - A Marriage made in Heaven). Thank you for Rob McCleary and his Superstar country for firing up my juices to start this, by the way.

So there will be dungeons, sea voyages and fantastical creatures. Also there could be one or two dark bits but nothing really serious.

Here are my preferences
1) Of the 11 core classes, most can be easily fitted into the Isles.

2) Of the complete books, the swashbuckler readily springs to mind as a good class. I like the favoured soul as well.

3) Unearthed Arcana variants (no Gestalt characters) and PHB2 classes should be looked at from the point of view of the setting.

Character Generation
These are the rules
1) No evil or Chaotic Neutral PC's.
2) 32 point buy or roll 4d6 (keep total of three) 7 times and assign six to the PC.
3) SRD feats only.
4) Spells from PHB and Spell Compendium are usable.
5) No psionics, traits or flaws, they just don't fit for lots of reasons.
6) Any other questions just ask. I'm bound to have missed something or other.

Thanks for your patience.

The Exchange

I will work on this today. However I would like to talk to the others regarding class, etc.


Male to Charles, my favorite pizza shop Dork 10, Husband 5, Paizonite 5, Accountant 0, Self-Entertainer 12
TheOcho wrote:
I will work on this today. However I would like to talk to the others regarding class, etc.

Check out the thread for this game in the Gamer Connection Forum. I believe this is the starting point for recruiting players and discussing characters. Once we have a full cast, we will probably discuss the game in more detail in this thread.

Cheers,

Utak

The Exchange

TheOcho wrote:
I will work on this today. However I would like to talk to the others regarding class, etc.

It would be good to put down in the Gamer Connection section the sort of PC's you want to play.

Spellcaster, warrior, urban ranger etc. That will give everyone a start point. My guess is that Utak's PC is a heavy hitter when he talks about a half-orc barbarian.

Anyway if I can help, just ask.

Cheers

Edit: see we are on the same wavelength already.


Male Half-Orc Barbarian / 2

Hey French Wolf,

Just a few questions:

- Starting Gold: Roll, Average, Max. ?
- Any consideration to use Action Points?
- Starting at 1st level?
- Any house rules?
- How 'bout a free pizza with each Critical Hit?

Cheers

The Exchange

I have been mulling over a few of these. OK, time to make up some answers.

1)Starting gold will be as per the Core rules, if in doubt take the nearest best fit. I trust you guys.

2)Action points seem to work but we will start small. Every PC gets one action point at the start of the adventure. These will rise. For the sake of TheOcho feel free to explain what an action point is, you and Dragonmann put it so well recently.

3)Start at 1st level, and fight for every XP to second level.

4)House rules. I don't tend to use many house rules, partly because of being involved with Living Greyhawk at conventions etc. However on the subject of dice rolls, I'll repeat my comment above, I trust you guys.

You can use Invisible Castle or one of the other web rollers if preferred, but I am happy to imagine us all with the dice sat by the PC.

5)I'll think about the pizza, hmmmmm pizza.

Cheers

The Exchange

Every now and then something pops up that I should remember to tell you all. It usually pops out again.

Anyway one point is about equipment and armour check penalties. Your heavily armoured dwarf, for instance, may find problems.

A tank will swim like a ......tank.

Cheers

The Exchange

Pop!

Skills and background
I'd make sure as well that one or two of you can be useful on a boat or ship. Use Rope, profession (sailor), navigation and swim spring to mind. It's not vital but it may help.

The Exchange

From what I have read you only cover two religions in detail: Hettama and her sister Tellora. Is there a popular religion among the Gnomes? If not can you give a description of other religions? My first choice for my Gnome would be Hettama, but there may be a better choice out there.

In regards to the action point, that would be similar to Eberron? A 1d6 to add to any 1d20 roll as long as it is before any outcome is given?

The Exchange

Here is the local religion section;

The Faiths
Far from Cindra and its gentle beliefs, the followers can be much more fervent. The main faiths are those of Krakis, the Seamaster (water, nature, travel, and weather) and Lommaq the Haggler (charm, law, luck, and trickery). The poor and worthless can turn to the faith of Yakamalah the All Seeing Healer (good, healing, nobility and protection) when in need.
However others such as Hettama, Tellora and Jor the Norgard god of war can be found tucked away.

Also you will be the first gnome PC in half dozen campaigns in this world, so if you want to say, revamp Garl or create one for yourself then go for it. It's all good for me.

Correct on the action points but just to clarify, the decision to add a d6 must take place before the d20 dice roll.

Cheers


Thanks for the update. Creating my own deity does sound interesting. I even checked Living ENWorlds Pantheon for some inspiration. While working on my background notes, and looking through your information, I decided to go with something that could possibly tie into the story later on. I have updated my profile which includes it, but it is included below.

- Two years before entering adulthood. The ship was blown off course in a terrible storm. After the storm the ship found itself in hostile waters belonging to pirates. Before a course could be charted away they were attacked. The ship was boarded and most people were killed. A few ended up overboard alive. (Maybe the storm was brought on by Tellora because Hettama favored Fudrick?)

I think it ties the Favored Soul of Hettama in with the vengefulness of Tellora.

The Exchange

Fudrick Boddymil wrote:

Thanks for the update. Creating my own deity does sound interesting. I even checked Living ENWorlds Pantheon for some inspiration. While working on my background notes, and looking through your information, I decided to go with something that could possibly tie into the story later on. I have updated my profile which includes it, but it is included below.

- Two years before entering adulthood. The ship was blown off course in a terrible storm. After the storm the ship found itself in hostile waters belonging to pirates. Before a course could be charted away they were attacked. The ship was boarded and most people were killed. A few ended up overboard alive. (Maybe the storm was brought on by Tellora because Hettama favored Fudrick?)

I think it ties the Favored Soul of Hettama in with the vengefulness of Tellora.

Fudrick's background is very good, and I like the ties to the plotline.

Fudrick Spoiler

Spoiler:
Hettama's four domains from the SRD are Fire, Glory, Summoning and Sun. It doesn't matter to a Favoured Soul but it's still important.


Male Half-Orc Barbarian / 2

French Wolf,

Would you be ok with me using a maul from Complete Warrior. The weapon probably does not fit in with the good peoples on the Island of Vinggor, but it may be appropriate for the Norgard. I can explain in my background how Yrar came across one. If the maul is no good, I'll probably take a great axe. Just let me know.


Male Half-Orc Barbarian / 2

Another question. Is Krakis of your own devise, or is there info on him in a rulebook?

Thanks again.

Utak

The Exchange

Krakis is of my own devising.

I'll try to fill in the faith info over the next couple of days.

As for the maul, that's fine although it is exotic. It certainly fits with the Norgard.


Male Half-Orc Barbarian / 2

If used with two hands, the maul is considered martial. Yrar would use both hands to deal out the extra damage.

The Exchange

That's more like it!


Male Half-Orc Barbarian / 2

The Crunch is all done for your review. Just have to work on the Fluff.

The Exchange

The way you have set out this character is very clear. I like that.

Especially the way that I can see action points and missile weapons being depleted in bold. Nice touch. I may have to steal that format.

As for the fluff, if you can draft out a back story I'll provide any pointers, if needed.

Cheers


Congrats on a really intriguing setting there, Mr. Wolf! If it is ok with everyone, I may steer away from the arcanist classes as I have very little experience playing them. I really would like to do an archery based human ranger that's at home either on a ship or in the jungle. If we think that an arcanist is an absolute necessity I can give it my best, but the previous idea is one that I would really like to run with.

I'll let you guys give me your advice and base my backstory heavily on my class I end up choosing.

So what do you all think?


What is Hettama's favored weapon?

The Exchange

My advice is don't play something you're not keen on. PbPs demand a certain persistence that you may lose if you're playing something else.

Personally as a DM I have no problems with no arcane support. In some ways it will make things more interesting. Party balance is not something I am concerned about because if ever the lack of a wizard became an issue, one of you could grab a level or two.

As a player I might feel different but then I usually "make up the numbers" playing whatever is needed.

Cheers

The Exchange

Fudrick Boddymil wrote:
What is Hettama's favored weapon?

I'll answer that later tonight. Just finishing the healing god at the mo, then I have three more to go, including a new one for Shulim, possibly.

Cheers


Male Half-Orc Barbarian / 2
Sully wrote:

I'll let you guys give me your advice and base my backstory heavily on my class I end up choosing.

So what do you all think?

By all means, I suggest you play what you want. Heck, worst case scenario I could take a level or two of Warlock (if this would be allowed of course). Hideous Blow as an invocation along with my melee attack could be scary.

Definitely play what you want though. If we have no arcane power, well party weaknesses are fun to roleplay.

Cheers

Utak


Great! I'm going to run with my ranger then. I'm really looking forward to running this with you guys...working on my character when I should be working...hehe...

At least I can still offer some ranged support!


Male Human Ranger 1

Here is Garyn...he's kinda bare bones now until I get home to my books. I'm going to focus heavily on archery. Working on backstory as well...hopefully more to follow very soon.


Male Human Ranger 1

I like the Krakis deity...sign Garyn up for the mandatory weekly tithing.

Well, as long as he'd guaranteed wind at his back at least most of the time...

The Exchange

Faiths

The main religions of the Splintered Isles are;
1) Krakis the Seamaster
2) Lommaq the Haggler
3) Yakamalah the All-Seeing Healer

Others of note are;
1) Hettama of the Burning Sky
2) Tellora, Cold Moon Hag
3) Najm the Quick
4) Jor

Domains marked with an asterix are from the Complete Books and updated into the Spell Compendium.

Krakis “the Seamaster, Proud Sailor’s Fate, Admiral of all Fleets”
(Sea and all its aspects, especially travel, nature, and weather)

Holy Symbol: Three Curling Waves
Alignment: Neutral
Worshippers: Sailors and sea folk such as merchants, rangers and druids, marids, some half sea-elves
Favoured Weapon(s): Longspear, light crossbow
Domains: Nature, travel, water and weather
The God: Krakis is an unfeeling and uncaring God. He treats some of his sea travellers well, with calm winds and plentiful bounty, while on others he lavishes violent excess and deadly peril. The Admiral commands respect and prayers but gives little in return.
In the Splintered Isles, priests of the Seamaster are revered and sailors say that no ship carrying one will ever capsize. The shrines and churches to Krakis are always found by the sea, usually connected to the day to day work of sea folk, such as on a dock or in a shipyard. It is rare to visit a sea port and not find sailors gathered about the Mast looking for work.
Acolytes of Krakis, called the Captains of the Fleet, act as his eyes and ears in various parts of the world. The marid, Puremel, looks after the Isles and he is a greedy and avaricious genie who regularly receives wealthy petitions from the Mellabad for their endeavours.

Lommaq the Haggler “the Word that Rains Gold, the Silk Trader, Silent Qadi”
(Charm, luck, law and trickery)

Holy Symbol: Blank Vellum Scroll signed at the bottom
Alignment: Lawful Neutral
Worshippers: merchants, qadis (judges), craftsmen, scholars, honest rogues
Favoured Weapon: Dagger
Domains: Charm, luck, law and trickery
The God: Unlike some of the more regional gods of trade, Lommaq has spread around the Argos Ocean and beyond. A faith which began in Grand Jurghan several centuries ago came back to help reclaim the Isles. Most of the laws and greatest Mellabad merchants owe much to the word of the Silent Qadi. He is regarded as a charming and devious god, who rarely signs his name to a contract for then it is binding forever. His followers admire a good haggler and trader for his ability to bargain successfully within the law.
In the Isles there are several centres of learning and trade and these generally have a Silk Chapel. Elsewhere people tend to venerate the Lommaq in their own homes, hoping he will watch over their lives.

Yakamalah “the All Seeing Healer, Beggar’s Bread, First and Last Breath of All"
(Good, healing, nobility and protection)

Holy symbol: A white dove
Alignment: Neutral Good
Worshippers: All but especially the poor
Favoured Weapon: Staff
Domains: Good, healing, nobility and protection
The God: Yakamalah was a djinn, a pure and selfless genie who shamed the very gods. He forced them to realise that their followers required more than guidance and spells, they needed a good example set. The answer was rather than become that example; they transformed the essence of Yakamalah into one.
Once he had overcome his shock at the immortality and power, the genie set about caring for all folks. The poor in particular had no other support so they formed the basis of his faith. So far this minor deity has not spread beyond these Isles.
Today Yakimalah is said to walk on the winds of the Splintered Isles answering the calls of the needy. There is a holy site of the God called Serenash, where his ascension took place. Few have ever found this hidden oasis.

Hettama of the Burning Sky “the Golden Warrior, Banisher of Darkness, Splintered Lord of Djinn”
(Sun, magic, glory, summoning were the Portfolio but since the cataclysm fire has been added)

Holy symbol: A bowl of fire
Alignment: Lawful Neutral (with good tendencies)
Worshippers: Holy warriors (paladins), some village cults, noble elves
Favoured Weapon: Great scimitar
Domains: Fire, glory, magic, summoning and sun
The God: Proud and fearless, this goddess regarded herself as the equal or better of all that ascended to immortality. Stories of her feats and power were regaled from one harem to the next. But then the cataclysm came.
Her sister proved deadly and overnight Hettama almost lost her entire flock. No longer so proud or glorious her dedicated followers seek a return to the times of Jurghan. However their reputation is poor. People are afraid of following such a weak and dangerous faith.
It is rare to find a shrine to this deity, rarer still are the cult temples hidden in the jungles.
The priesthood seeks several sun swords lost since the Splintering.

Tellora, the Cold Moon Hag “the Mad Witch, Concubine of Ugliness, Consort of the Far Harem”
(Darkness, death, dream*, evil and madness*)

Holy symbol: A black rose
Alignment: Neutral Evil
Worshippers: assassins, unholy warriors, some village cults, sorcerers
Favoured Weapon: Flail
Domains: Darkness, death, dream, evil and madness
The God: Tellora was banished to the moon because she lacked beauty or grace; banished by her brother Hettama. She found followers there, denizens of the darkness and other planes. A hag she was called and in time she cast The Splintering on Hettama’s people.
Since that time, all she has wished for is to make the Isles as cold and dark as her heart, in the hope that one day she may step back down onto them, met by her ever-loving moonbeasts. Little is known of her present day faithful. They exist. They watch and wait.

Najm the Quick
(Celerity*, good, luck, and travel)

Holy symbol: An arrow
Alignment: Neutral Good (chaotic tendencies)
Worshippers: rogues, messengers, travellers, elves, kender
Favoured Weapon: Scimitar (Splintered Isles)
Domains: Celerity*, good, luck, and travel
The God: The brave and brash son of Krakis, Najm likes to see what is over the horizon. This makes him a keen sailor and swimmer. His shrines are often found on deck where any sailor can pray for a piece of luck.
He also enjoys the cut and thrust of a good fight using all his fighting experience, flanking, tripping, and disarming. His priests are just as careful, often taking levels of rogue to augment their attacks.
The faithful of the Quick are often at odds with the law, acting as rebels or freedom fighters against oppressive regimes.

Jor “the Sovereign Raider, Axemagor, Goldtooth”
(Chaos, courage*, strength and war)

Holy symbol: A crossed sword and axe on a sail
Alignment: Chaotic Neutral
Worshippers: fighters, barbarians, the Norgard
Favoured Weapons: longsword or battleaxe
Domains: Chaos, courage*, strength and war
The God: the Raider has made many enemies in his time. He enjoys the anarchy and only pays attention to those of his people that rise up in strength and bravery.
Norgard produced some of the best sailors but Jor has made them into a plague. They have spread their attacks, and over time his faith, like a cancer. As the axe warrior he is embodied by many of his priests. In their need to test their mettle against others, they pray for the wind and the sea to allow them to raid and to raid again.
The present day chief of the Norgard tribe in the Splintered Isles is Grissogur Blackarm and his drakkar, Nithigalivs, is the Cailim’s greatest living enemy. But his orcs and humans have settled the far north, after suffering reversals in the last decade. Know that Jor does not rest nor do his priests who wait for a sign to pick up the blade and blow the war horn.


Male Half-Orc Barbarian / 2

Hey French Wolf,

This is only a partial background, and I will probably polish it up a little bit more, but since I am using some world specific info, maybe you could take a look and determine if I flubbed some info.

Thanks.

Background

Spoiler:

During a sea battle with Norgard Raiders, the Cailim’s navy vessel Crown’s Defender rescued several slaves while the Norgard vessel sunk to the depths of the Argos. One of these slaves was a female with a swollen belly. She was dressed in rags and had a slavers wooden half-token attached to a rope around her neck. The half-token, a symbol of slavery, identifies slaves and their slave masters. Wooden tokens are inlaid with the slaver’s personal crest then split in two. One half, the left side, is forced around the neck of the slave while the other half, the right side, is added to the slaver‘s collection. This woman was wearing the left side of the token.

Two days later the slave woman gave birth but did not survive the labor. The male child was not human, sharing blood with the Norgard. The Captain was tempted to put the child down, believing that no good could come from this life. The ship’s First Mate, a Half-Elf named Almira Jumanah, discussed the matter with the Captain privately and advocated for the life of the child. Four days later the Crown’s Defender arrived in the nearest port, the town of Bidikah. There the first mate met with a Gnome friend who ran a small orphanage. The Gnome, Zayna Tarub, decided she would care for the young infant Half-Orc.

The Half-Orc was given the name Yrar-Kynlas. Yrar, a prevalent Orc name, and Kynlas, a surname associated with abandoned children, seemed appropriate to the keen Gnome caretaker. Yrar spent the first ten years of his life with Zayna. During those first ten years, Yrar was taught the Common language, though, like most commoners, never learned how to read or write the language. These first ten years were a happy time for the Half-Orc. Zayna showed him love and, when needed, discipline. Yrar grew fond of the Gnomes that he grew up with.

On his tenth birthday, the Gnome gave Yrar the half-token that belonged to his mother. Zayna kept it these past ten years until Yrar was old enough to understand the meaning behind the token. She ingrained in him the importance of freedom and told him to keep the token as a constant reminder of the evil and tyranny in the world.

The Exchange

No flubb, in fact spot on. I wish some of the others could see the great names you have come up with. But not yet anyway.
The names are important to maintain the middle eastern theme of the Splintered Isles.

Next you'll need to fill in the background where Yrar gets his sailing and fighting skills.

Spoiler:
gnome family ship? It would be a bit like Gulliver in Lilliput but with two gnomes in the party that may help with pulling folks together? I am sure you have your own ideas.

Finally I'll provide the hook to get you to the start of the adventure. This actually applies to everyone.

Cheers


Male Half-Orc Barbarian / 2

French Wolf,

I must say that you do a really great deity write-up. You are a Superstar in my book. One question: Hettama is described as a Goddess and as Tellora's brother. Are both statements correct?

Cheers


Male Human Ranger 1

Agreed...love the deities...I might borrow a couple for my homebrew I'm running with a couple friends...I'd cite my source, of course, if that is all right with you!


Male Gnome Rogue 1

Wrote a bit of my character's background. It's in his profile.

Oh, and Najm the Quick fits with my character perfectly :)


Male Half-Orc Barbarian / 2

Hey Ocho,

Spoiler for Fudrick and French Wolf

Spoiler:

I was thinking that with your character washing up on shore and searching for survivors, maybe he ran into some pirates that followed him ashore. Yrar happened to be in the area and came to the rescue, him liking Gnomes and hating pirates, and such. During the battle, Yrar was injured and Fudrick healed him. After introductions, Yrar agreed to guide him to the Village of Musaal which was a much shorter journey then traveling to Bidikah.

Any thoughts?

The Exchange

Yrar-Kynlas wrote:

French Wolf,

I must say that you do a really great deity write-up. You are a Superstar in my book. One question: Hettama is described as a Goddess and as Tellora's brother. Are both statements correct?

Cheers

Nope and thanks for the compliment. I did go through a sex change during the edit. Hettama is a proud and overbearing older brother. He fits with the way women are viewed by the men in the Isles.

The Exchange

Garyn Avery wrote:
Agreed...love the deities...I might borrow a couple for my homebrew I'm running with a couple friends...I'd cite my source, of course, if that is all right with you!

They were just a bundle of thoughts until this campaign comes along. Knock yourself out with them.

Cheers

The Exchange

Shulim al Bheddah wrote:

Wrote a bit of my character's background. It's in his profile.

Oh, and Najm the Quick fits with my character perfectly :)

Yep, great god. By the way, the Celerity Domain in 3.0 edition used to give a +2 bonus to dexterity and a +2 to initiative on top. My elven cleric had 22 dex at level 1. Ahh those were the days...

I'll take a look at the background sometime over the weekend, what time I have spare is going to voting for my favourite villain in the Superstar competition.

Cheers

The Exchange

Shulim al Bheddah wrote:

Wrote a bit of my character's background. It's in his profile.

Oh, and Najm the Quick fits with my character perfectly :)

Spoiler:
I like the idea of the restless son looking for adventure. Your handler is a carpetseller rogue, a gnome called Davorash Bin Adari. He is closer to the Faradin and is hoping to become a serious player or so he says.

He will give you some assistance since he views you as his apprentice.

Davorash recently has sent you to find out what you can about a rumoured "find" of dwarven treasure by an explorer from the Badarash of Bidikah.

The Exchange

May I just say how impressed I am with the characters so far. I can not wait to see these reprobates interacting.

Cheers


Male Half-Orc Barbarian / 2

Hey French Wolf,

The following is the next part of Yrar's backstory (I still have more). It is completely unpolished, but if you are interested, it will give you an idea where I am going with Yrar. Any thoughts are appreciated.

Cheers,

Utak

Background (Work in Process)

Spoiler:
By now, the ten year old Yrar was outgrowing his living arrangements at the Gnome orphanage. Zayna helped him earn a commission out at sea. One Spring morning, the Crown's Defender docked in port. The ship's Captain, Almira Jumanah, previous First Mate and successor to the previous Captain, who was killed in battle, greeted Yrar and welcomed him to the crew. Yrar was a dedicated deckhand. A strong work ethic ingrained in him by Zayna, gave him a good reputation on the ship.

Five years of working hard out at sea, provided him with sufficient sailing knowledge to complete his tasks. During these years Yrar grew substantially, towering over many of the crew. He turned into a big, strong adult Half-Orc and took on more responsibility. The Captain awarded him several commendations, and Yrar became very fond of the Half-Elf. While in these volatile seas, Yrar was also taught basic fighting techniques that were useful on several occasions.

Then on one military occasion his life changed once again. The Crown's Defender came under attack of the Norgard. Several of the dark drakkar assaulted the Cailim's vessel. The crew were either slaughtered or enslaved. Yrar, being of Orc blood, was taken captive, but proving loyal to the slain Captain was also enslaved. For countless months, Yrar worked below decks. Earning callused hands and even stronger arms from rowing, and receiving whippings and scars from not rowing fast enough, Yrar friendly personality became dark and disturbed. For the first time in his life, he felt hate. After receiving a nasty beating, Yrar lashed out and broke the neck of a Norgard Orc, instantly killing the raider. Instead of throwing the Half-Orc overboard though, the harsh Orc Captain had other plans after witnessing the devastation that Yrar could cause to a living creature.

While enslaved and forced into his duties below deck, the drakkar docked into a port far to the north. This port was a pirate hideaway, and Yrar was brought to land. Taken to an arena, Yrar was forced to fight to the death in gladiatorial combat. Port after port, Yrar sunk deeper into himself. He hated the prospect of killing or being killed, but while in combat, he would unleash his rage and fury on his opponent. For months, Yrar would enter a new port, kill, and earn a victory. He became a fan favorite in the northern pirate ports, and for how much the pirates love him, he hated them.

Back out at sea, Yrar was kept below decks and unable to keep track on where in the Argos he traveled. He just always assumed that his next destination was another port where a fight awaited him. Then the drakkar shook and a hole burst into the side of the ship where Yrar was imprisoned. The Norgard were under attack. Yrar, trapped below deck, watched the hold fill with saltwater. There was only one escaped route, and the Half-Orc had to time it right to hold his breath, allow the water inside the hull and out to stabilize, then exit the punctured hull and make it to the surface.


just reposting for prosperity here Roman

Spoiler:

NG Half Sea Elf (Medium Humanoid (Elf)) Druidic Avenger 1

Str 13 +1 Hp 11 (1hd) Ba 0
Dex 12 +1 Ac 13 (1 dex, 2 leathers) Attack1
Con 16 +3 Speed 40 Sling +1/d4+1
Int 12 +1 Saves Fort +5 Attack2
Wis 18 +4 Ref +1 Staff +1/d6+1
Cha 11 +0 Will +6 +2vs Enchantments

Feat:
Amphibious

Skills:
Trained: Untrained:
Swim +5 Diplomacy +2
Knowledge Nature +6 Gather Information +2
Survival +10 Listen +5
Intimidate +4 Spot +5
Concentration +5 Search +1
Spellcraft +3

Class:
Fast Movement
Rage 1/Day
Wild Empathy -3

Race:
Immune Sleep
Low Light Vision

Spells:
Level 1: Shillegh, Cure Light
Level 0: Purify F&D, Light, Detect Magic

Possessions:
Leather Armor
Sling and Bullets (10)
Quarterstaff
Oil of Shillegh
Sunrods x3
1gp 9sp (From 70 starting Gold)

Backstory:

The product of a sailors one time encounter with his mother, a faithful wanderer of the sea. Roman never knew his father. Striking out on his own to find his father armed with only a vague description, Roman's faith in the creator of all things, Deep Seshelas has manifested as zealous druidic abilities and a temperament to match.

The Exchange

Utak and Logos, I'll respond about your PC's when I get back from a family day out, its early morning here and I reckon I should have some time this evening.

On a first run through, there doesn't seem to be any issues.

Logos

Spoiler:
I can see that Roman is in rough form at the moment. If you intend to write up your PC today then I would like to use a format like the ones on my alias' please. My guess is that you would have anyway. Thanks.

Cheers

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