Hidden 7 yrs ago 7 yrs ago Post by Polybius
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Polybius Rhymer

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Travelers
A Players Guide


Current Player Roster

Dali an Ophidian Bard by @PrivateVentures
Chama a Human Wizard by @Darach
Saoirse a Human Tinkerer by @Mokley
Jhang Chao a Human Fighter by @Gunther
GruSum a Grumbler Tinkerer by @Exit

Travelers. Welcome. Inevitably one will find themselves in the city of Teluval. Perhaps disembarking from the Cog City of Beltane, in a wondrous dirigible, or warily trudging along the lonely Basilisk Road; Travelers are worldly, relish the impermanent, and crave adventure. They gather in quiet taverns and wine-gardens, exchanging trinkets and lore. They vanish without a trace into some distant ruin or cave. Occasionally they return, their quest for knowledge satiated either by riches or the truth they had thought they sought...


The world is a surreal fantasy, but carries all the trappings of a fantasy adventure. Players will use magic, fight monsters and interact with the interesting environments and characters in the world. Use the professions and races below to create a character. You may also suggest your own profession for a character, but remember the party consists of professional travelers, people who seek dangerous locations and search for treasure and artifacts for profit. Included is a character sheet to get started.








Professions:


Bard
Storytellers and musicians, a bard travels from city to city looking to perform for gold or hospitality or both. Some very famous bards have been granted permanent employ in certain cities. The lifestyle of a travelling entertainer gives them access to rumors and certain knowledge and lore. Bards compose poems and songs, construct stories or retell famous tales in their own voice. Although most bards can play a wide variety of instrument, they often pick a one as their preferred instrument.

Fighter
To say you are a fighter is to imply that you are a mercenary. To say you are a mercenary is to suggest you are willing to kill, steal or abduct for monetary gain. Simultaneously despised and employed by nobility, there is no shortage of work for a mercenary. Skilled in combat, or subterfuge, sabotage or sneaking about, guarding, fighting, the aforementioned abducting, ransoming and kidnapping.

Wizard
There are many sorts of wizards in the world. Some are simply liars. Others do possess magical powers, either from inherent ability, or the accumulation of magical items scavenged in ruins and crypts. Many sorcerers take on pseudonyms and are often eager to announce their plethora of titles upon introduction.

Tinkerer
Called 'cog-men' in Beltane, tinkerers are mechanically inclined, creating new objects out of the scavenged parts of pre-Obliteration ruins. Experienced cog-men have learned to avoid traps and the slumbering guardians of those same ruins. They have certain knowledge of the pre-Obliteration world that is valued by travelers and nobles. There is a great college of tinkering in Beltane.

Races:


Automatons
NOTE: While automatons are incapable of casting magic, they may use magical items like any other race.
Crafted in the time before the Obliteration, automatons (automata, gear-heads, cogizens) are unique, intricate sentient beings with surprisingly human emotions and motives. The tightly-wound gears and inner mechanisms of their heads have baffled tinkerers and scientists for ages and some notable authors have published long and meticulous tomes that amount to "I'm quite stumped as to how it all works."

Automata are from an older time, but collectively cannot (or will not divulge) the secrets of the ancient world. It is only when in close proximity of relics or ancient devices that they seem to glean a sliver of information regarding that era; traveling parties often seek their employment for just such insights. Regardless, automata require no sustenance and merely shrug at offer of payment for such services. Motives remain as unique as their construction.

Humanoid, two arms and two legs topped with a head holding the most vital and important cog-work, automata vocalize in a variety of ways. Either by striking tonal keys in some semblance of syllabic pronunciation, or resonating tiny glass bells in a variety of ways to synthesize speech. Some are merely mute and rely on parchment and quill or chalk.

Automatons are strong and resilient despite being primarily constructed of soft metals such as copper, tin and bronze. All of these parts are held together with bolts, springs, wire, pistons, hinges, screws, and in some of the more decrepit states, leather and twine or cord. Automatons often seek the services of a tinkerer to repair neglected parts, some even going as so far to replace pieces of themselves that have been damaged beyond repair, and it should be noted that these are the parts that are either cosmetic, or rely on only simple mechanical systems-an automata will never open it's head compartment for a tinkerer to inspect while it is still 'living'.


Grumblers
NOTE: Grumblers are effectively immortal and do not age, but they can be killed.
It is generally assumed that the Grumblers have simply always 'been here' as their presence, despite their enormous size is largely ignored. Hulking humanoids with scaly grey skin, and large, almost child-like eyes that are a murky pupil-less white. They are employed in larger cities as laborers, porters and builders and take quickly to long, arduous and repetitive tasks. They appear to be sulking relentlessly and tend to their labor with a sort of nonsensical grumbling that attributes their name.

Grumblers gather in small communities of their own kind in larger cities, and can be found in most metropolitan areas. Despite all the work-related grumbling, they speak in a sing-song voice, and construct long epic poems of questionable worth and insight. There are no female grumblers, and do not appear to reproduce in a biological sense, their numbers only growing when a new group arrives to a city or community. They are vegetarian, but require enormous amounts of food.

Occasionally, a grumbler will travel, claiming it is time for a holiday, but often return to their enclaves within a season or two. It has been suggested that grumblers, isolated from their own kind suffer a sort of maddening, growing more and more feral the longer they are away from their kin. This 'feral-ness' has attributed to the rumors that Grumblers lost or left alone in the wild will eventually transform into a sort of ogre, or troll-like creature that often haunts the fairy tales that children so love.


Humans
NOTE:Humans are the most powerful magic-users in the world.
Humans are the most populous race in the world, gathering in large cities. They have a knack for complex ideas, creativity and a killer survival instinct. They are frail compared to other creatures in the world, but clever. They are also endlessly curious, even to a fault. They will seek the deepest, darkest most dangerous places in the world, if not to simply tell the tale. Some humans have been given the gift of magic, and the eldest among them are said to be great sorcerers. Speculation abounds that the Obliteration was the fault or was brought about by humans.

Ophidians
NOTE:Ophidians are immune to poisonous substances in liquid or gaseous form.
Ophidians is the name attributed to a wide variety of reptilian or snake like humanoids. They vary in size and appearance, and procreate quickly often with large families, attributing to their dynastic ambitions in some areas of the world. Ophidians were the first to build a great decadent empire after the Obliteration, and are relatively new arrivals to Teluval, Corvasquer and Beltane, and are viewed suspiciously by some, but not all.

Ophidians are great fighters, even unarmed, relying on their evolutionary weapons like claw and tail for combat. That is not to say they enter the fray unarmed; No, they prefer outlandish or cruel weapons in a fight. Scimitars, razor wire, jagged blades, and poison tipped darts are just a sampling.

They are also great builders and engineers. The ziggurats, temples, canals and coliseums of the Ophidian Empire is testament enough. Although the Empire is insular, it's cultural presence is still felt, even as far away as Teluval where enclaves of Ophidian refugees gather. Banishment is a common punishment in the empire, and many of those spurned by the Emperor of the Horned Snake seek refugee in predominantly human cities.


NPC Races:


Gnomes
A subterranean race of diminutive humanoids who scavenge for useful odds and ends in the lowest chambers of Teluval, chief among which is the flesh and bones of recently deceased individuals. Gnomes are thin little creatures, about 3-4 feet tall with sharp, evil features, a long twisted nose and beady little eyes. They wear little outfits that appear to mock trends of current high society, and carry wicked weapons and tools for cutting and slashing.

Nobody knows where the Gnomes came from, or where they live, although it has been theorized that they have a city-or at least a collection of villages beneath Teluval.


Magic


Magic users in this game have a bit more work to do on there characters than the other professions, mostly in part because I have left the use of magic a bit open ended in that you have to invent your spells. I have included some schools of magic that I think suit the setting and some basic rules (very meta, I must say) to build a school if you so wish. If you want to craft your own school that's fine too, but I will have to approve it first.



Schools of Magic


The Wheel

Practitioners of the sorcery known as 'The Wheel' access the latent mystical power in the world and don the cloak of their preferred corresponding color. The Wheel refers to the diagrams and treatises compiled by the old Teluval mystics, when the bridges spanned a wider gap, and the Woad had yet to be built. Colors of the wheel correspond to certain magical effects, the ones that have been discovered so far. The relationship between a color and the caster is a burdening bond-once a color has been chosen it is difficult, perhaps even impossible to master another aspect of the wheel. The corresponding colors and their dominions are listed below. The interpretations and practical effects of which are many and varied. Good Luck!

Blue
Life. Water. Concealing.
Red
Death. Fire. Changing.
Yellow
Wither. Earth. Weaken.
Green
Flourish. Air. Strengthen.





Hidden 7 yrs ago 7 yrs ago Post by Polybius
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Polybius Rhymer

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Teluval, The City of Names:

Here, the hand of the Obliteration maimed the earth, and split her belly wide. The city would come in time, stone by stone, bridge by bridge.

Teluval is built between two cliffs cut deep into the earth on a wide flat plain known as Abandonment. The city is inaccessible from this plain, and so a labyrinthine series of tunnels and canals have been cut in the lowest halls and chambers of the city, extending for hundreds of miles north and south. These canals became known as the Water-Road, or the Woad. Abandonment is inhospitable, a deserted and dangerous plateau where the lingering magics of the Obliteration poison any living thing that dares to cross it.

The highest quarter in Teluval is the Moral Quarter, where gathers the wealthiest families, priests and wizards. Moral receives a fair bit of sunlight every day, and there are wide vistas and verandas with lush green gardens and topiary gardens. Water, hoisted from cisterns deep beneath Teluval flows freely.

Just beneath the wealthy district is the Merchants Quarter. Goods from as far away as Beltane and Corvasquer reach the city trading plazas. Spices, fruits, dried meats, root vegetables and wines, cog-parts, clock-parts, weapons, curiosities, familiars and exotic birds and lizards of all sort are available to buy. Here, as well the Merchant Masters make their homes in elaborate manor homes that are built over the ravine. Walled vistas extend over the breach, where business is discussed or pleasures taken.

A step further into the gap will bring you to the Merry Quarter, where the taverns, ale-houses and wine-gardens are located. Other (less reputable) establishments are also built here. These businesses retreat into the very cliffs themselves, however. Unlike the lofty manor homes or the opulent gardens of the upper quarters, the cliffs are bare here save for connecting bridges, stairways and passages. There are no railings here, and one slip of the foot or poor judgement will send you spinning into...

The Mourning Quarter. A quiet, somber place lighted only by the effervescent moss and lichen that clings to the dark stone walls. Here are the enclaves of Grumblers and Ophidian exiles, hidden away in secret caves that amount to small 'villages'. There are a few industries, mostly weaving and textiles. Some cloth dying, ironworking. But the prominent feature of the Mourning Quarter is the Mortuary, where the dead are taken and disposed of.

In the heart of the ravine is the terminal of the Woad. A dozen gates leading to various places outside Teluval are reached by a stone platform sitting in the middle of a subterranean lake, with deep, icy water. The ferrymen work barges, turn enormous wooden wheels and conduct travel from a stone bastion in the center of the platform.

Beltane, The City of Cogs:



Corvasquer:




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