Alliances
Oriental Adventures Campaign Setting- Time TBD, on the OpenRPG Veav I server
Friday, January 01, 2010
Tuesday, November 25, 2008
Campaign Sign Up Information
Website: DNDAlliances Website
Game times are TBD
Server is OpenRPG "Veav I"
The Current Starting Character Level is 6
This is a custom setting. We are using 4th Edition.
CONTACT INFORMATION:
Contact me by mail through
Starvosk2(AT)yahoo(DOT)com
my ORPG nick of course, is Tarl.
Please visit us at the room gametime if you are interested.
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In Alliances, three factions vie for supremacy and survival. Centuries ago, the alien Neogi crash landed upon the planet Talus, and began and invasion in an attempt to subjugate the natives. They failed. Banding toghether, the nomadic Meshket Clans and the Celestial Empire beat back the invaders to the jungles of the south, where they now reside today, attempting to rebuild their civilization in a half hearted Confederacy.
Meanwhile, Imperial intrigues threaten the throne of the Celestial Empire, while the Sultan of the City of Glass attempts to unify the Meshket people again against the growing threat of the Neogi Confederation.
No one can stand alone.
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Alliances is a setting which incorporates Oriental Adventures. The Meshket are a people based off of ancient Persians and Arabic culture, and the Celestial Empire is based off of medieval China. The Neogi Confederracy is a tangled web of alien alliances.
This is a typical D&D game. Mostly serious, with some humor here and there, action and roleplaying at a good medium. There will be a good amount of both, so you will be bored if you don't care for one or the other.
Mature situations won't incorporate anything more than an R rating, although I tend to do PG-13 myself.
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Skills and other checks: 1 is not a failure, 20 is not a critical success. This is RAW, I realize, but many people don't use this.
Of course in combat, 1s and 20s have their standard effect. We will not be using 'critical fumbles' unless ridiculously appropriate.
Relative Morality: As in Eberron, we are using relative morality. Dragons can be any alignment, etc. Alignment serves only as a rules mechanism for the purpose of magic, not as a behavioral restriction.
Technology:
Alliances is not a 'pure' medieval setting with magic and wizards. Many technologies are available.
A signature of the Meshket clans is their prism technology, which uses glass, magic and crystal to harness the power of the sun and use it as a heating/energy source for various purposes. The Sultan's troops and some other clans may be armed with 'Firelances' which fire superheated beams of light, ala Stargate. These are not available as starting equipment.
Other prismatic items are available in game.
Blackpowder technology, guns and rocketry are available in small quantity, not for starting equipment
Alien technology such as aircraft, lasers, scanners, and the like are also present in the world.
Magic:
Magic is available in slightly higher than standard quantities, with magickers being more or less available in certain parts of the world.
Distribution, is as usual, up to the DM. Expect to face regiments composed of wizards, soldiers trained in magical items, and other things like that.
Languages:
Standard racial languages (PHB racial languages excepted), along with different dialects according to nations and the like. The primary language of the Meshket is Meshketi, and the Celestial Empire is Imperial. The Nezumi speak..Nezumi. There are different Imperial dialects, including Northern and Southern, corresponding to that particular region of the Empire.
Religion: Gods are not active. Much like this world, no one knows if they exist. The clerics of the Celestial Empire worship causes, ideals, dragons and the Emperor. The clerics of the Meshketi worship Shar'ia exclusively.
World in Progress: I would like you to contribute to the setting of this world. Much of it isn't fleshed out, such as religion. Feel free to come up with your own faiths/towns/etc. If you step on my toes, I will let you know, but you are given free reign otherwise.
4th Edition Races and Classes
Some Revisions on Races. Since there are no Demi-Humans in Alliances, I've revised the 4e Races to fit. These are essentially flavor/name changes. Racial specific abilities/fits still apply
Other available races include:
Dragonborn, Tieflings, Minotaur, Gnolls, Kobolds, Shifters, and Warforged
Classes:
Wizards must be Imperial, Paladins must be Meshketi.
Commoner(Human): Your parents were farmers, or low tradesmen. You are no stranger to hardship.
Scholar(Eladrin): You studied at the Imperial Academy, introduced at a young age by privilege or talent. If you are a wizard or other arcane caster, congratulations. You are part of an established order thousands of years old. Otherwise, you failed out or chose another path, perhaps to the disgrace of your family. You are closely monitored to ensure you do not abuse your powers.
Gentleman(Half-Elf): You are the son of daughter of a noble, or perhaps successful merchants. You show talent in many areas, and have a natural tendency towards leadership
Barbarian(Elf): You were born or choose to live of the fringes of civilized society. You know how to hunt, whether it may beast, or man. You are free spirited, and care little for the established order
Nezumi Samurai(Dwarf): You were born in the warrens, and chosen to fight from birth. Day after day you weather the waves of Neogi attack, protecting the frontiers of the Empire from the encroaching menace. You are grim and determined, finding comfort in the trenches and fortresses of your underground homelands.
Nezumi Sneak(Halfling): You were born in the warrens, but never as a warrior. Rather, you've fallen back on the more naturalistic tendencies of your people, that of sneaking and scavenging. You live life day by day, taking in what you need to surprise, fighting against the looming prospect of all out disaster.
Nezumi Warmage(Gnome): You have a natural aptitude for magic, whether by clan or inclination. You were indoctrinated to fight and learn. Most likely your trials as a magister were conducted on the battlefield, hinging more on the success of your mission than the opinions of bookish scholars.
4th Edition Items
Glass Lance
Superior two handed weapon
Cost: 100 gp
Damage: d8
Proficient: +4
Range25/50
Weight: 5 lb.
Properties:
Load Free
High Crit
Unlimited Ammunition: Powered by the sun or light when underground, the glass lance effectively never runs out of energy.
Group:
Glass Weapon
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Musket
Superior two handed weapon
Cost: 75 gp
Damage: d10
Proficient: +2
Range:15/30
Weight: 5 lb.
Properties:
Load Minor
High Crit
Brutal 2
Group:
Firearm
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Pistol
Superior one handed weapon
Cost: 75 gp
Damage: d8
Proficient: +2
Range:10/20
Weight: 5 lb.
Properties:
Load Minor
High Crit
Brutal 2
Group:
Firearm
4th Edition Feats
Martial Artist
Prerequisite: Martial Class
Benefit: If you are medium or smaller, your unarmed attacks deal 1d6 damage.
Whenever you make a critical hit, you can make an unarmed attack as a free action.
--
Musketeer
Benefit:You are proficient with all Firearms
For the purpose of feats, powers and abilities, firearms count as crossbows. A one handed firearm counts as a hand crossbow.
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Imperial Magister
Prerequisite: Trained in KN: Arcana, Ritual Casting,
Special: You must be a recognized Imperial Magister by the Celestial Empire
Benefit: Once per day, you can cast a ritual of your level or lower for free. This cannot be a ritual of the Creation category.
The benefits of this feat can be revoked by the Celestial Empire. If it is revoked, it can be restored on attaining good status.
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Master of the Book
You have memorized the laws and teachings of the Shar'ia
Prerequisite: Trained in KN:Religion, Ritual Casting
Special: You must be a clergyman in Shar'ia of good standing
Benefit: Once per day you can cast a ritual instantly outside of combat. This cannot be a ritual of the Travel category.
The benefits of this feat can be revoked should you violate the Shar'ia. If it is revoked, you may attempt to attone for your sins.
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Ritual Specialist
Prerequisite: Ritual Casting
Choose a ritual. You may cast it for free once per day, or cast it instantly once per day. This choice is permanent. You may not choose a ritual of the Creation or Travel categories.
--
Flying Kick
Paragon Tier
Once per round, if you critically hit with a ranged or area attack, you may charge that target and make an unarmed attack as a free action.
Thursday, August 31, 2006
Rules Argument System
If you wish to dispute one of my rulings, here is the system you must follow.
1) Submit your grievance, in a form as long as you like. (Pages, even)
2) I read it, and evaluate. I deliver my judgement.
3) That's it. No follow ups, no what if, no attempts at logic traps.
If you really feel that you MUST continue to argue, here is what you must do.
1) Create an extraordinarly well thought out arguement, detailing all your reasons and thought processes.
For you to submit this, you must be supremely confident that my answer to this arguement is unequivocally yes.
If there are perspectives that I may pick upon, balance issues I can point out, flavor arguements or anything that would result in my disagreement with your point, then do not submit.
Good things to include a page numbers, and text book examples.
If the above fails, then I will summarily ignore further arguements until I personally come across new revelations.
Essentially, if I have to question you twice, you're asking too much. This follows suit for related issues. Don't go spawning off related tangents to your arguement in an effort to backtrack me. If that's your aim, do it in the first arguement.
Tuesday, August 15, 2006
Laws of The Land: Clerics and Other Divine Spell Casters
Laws of The Land: Clerics and Other Divine Spell Casters
They say that the Empire is the land of a thousand gods. This may be true. Each province and vassal state has it's own pantheon of gods and through the ages scholars have penned different accounts of deities and their interactions. Many novels and 'accounts' have conflicting views of the gods, often mashing toghether the gods of several different cultures toghether to create an entertaining tale.
The result of this is that there is no unified, codified religion within the Empire. The closest thing to that, would be the State. The Twelve Dragon Seat and the Emperor possess enough power for most mortals to consider them deities among themselves, and neither party has made any particular attempts to dissuade this notion.
So where do divine casters and other clerics come in? The Ministry of Magic and Arcanics categorizes them under internally focused magic- it is believed much of their power is derived from powerful faith. In what it does not matter, the psychic energy or ki is still there. In contrast, the science of arcane magics is considered to be the conscious manipulation of external forces.
Many devotees of the faith embrace abstract concepts such as 'The Light' Or "The Dark." These are not merely good and evil, but the actual magical aspects of the positive and negative. Life and Death are opposites of the same; both can serve any purpose of morality. There are also those who walk the balance, and those that do not walk at all. Those who do not walk tread something only known as The Void.
The Ministry of Magic calls this entire philosphy Yin and Yang, and attributes the whole mess to Taoist magicians. Most respectable Ministers scoff at the very notion.
But the Taoists are not the only game in town. Devotees to gods like Lim Kuei run around pulling tricks in the name of a nebulous mischief deity.
Ambitious historians may call the name of deity Tong Lu, a famous warrior from the Unification Period. He was raised to godhood by Imperial Decree, and from all records, he seems to 'answer prayers' for magical power. The Ministry of Magic attributes this again, to inner ki.
Whatever the name being called, the magic always comes. Even when two sides with the same supposedly gods come into conflict, prayers are answered and men of faith smite each other with equal zeal and effectiveness. This logical contradiction is typically what sways the Ministry of Magic to question the 'divinity' of divine magic.
Exotic Locations: The Blood Alliance
Exotic Locations: The Blood Alliance
The Blood Alliance is a coalition of kingdoms and city states primarily populated by the Minotaurs. They were annexed into the Celestial Empire in the days after the Neogi Invasion, after the Imperial Navy assisted them in repelling a massive assault. Prior to the conflict, they were a constant bane on Imperial shipping. Pirates struck from nowhere and retreated among the many shoals and atolls that make up Alliance waters.
Nowadays, the Blood Alliance is made up of a single vassal state run by an Imperial Governor. The Governor's duty is primarily tax collection which comes in the form of gold and conscripts. The Blood Alliance is expected to make annual contributions to the Imperial Navy, and patrol the Southern waters for Neogi threats.
Alliance culture is violent. Born from pirates and warriors, the minotaurs are skilled fighters and hold strength and honor as supreme virtues. Despite the terms of annexation, many pirates still operate in Alliance waters, preying on Imperial ships. These actions are tolerated as the Navy is typically too busy and frankly, lacks the skill to deal with these crafty bandits. Independant merchants are left to their own devices in defending against pirate attacks, and it is not uncommon to see cargo vessels heavily armed with cannon.
Alliance culture is also simple. Although they are often skilled in navigation and mathematics for trading, yields and loads, along with naval engineering, the minotaurs do not have great appreciation for art or literature.
Most minotaurs have a single name, adopting a second name if they encounter someone else with the same name, or if they fancy another culture's traditions. The intellectually starved amongst the minotaurs typically adopt other cultures to the disdain of their peers, and look down upon their own upbringings.
While many organizations make up the Alliance, the most famous is the Crimson Trading Company, run by Duke-Admiral Labrys. Most of them dwell in ships for the majority of their lives, landing only for repairs. The Duke Admiral is based in Telesto, the Floating City. Here, thousands of ships gather in a massive harbor created by a crescent island. Shipworks and other workshops compose the bulk of the island's landmass, and most food is either imported or harvested from the sea.
Other Aquatic Cultures: The Minotaurs are the most aquatic folk anyone in either the Clans or the Empire know of. It is known that the merfolk and sahaugin live beneath the waves- the dragons say so, but they are not encountered on a regular basis. Since the Invasion, encounters with less organized groups are far less common. It is assumed most were Taken*.
*enslaved by the Neogi
Thursday, July 27, 2006
Laws of the Land: Education, Magic and Rank
In the Empire, the Emperor stands above all. Below him are his Ministers, and below them are his vassal lords, who in turn employ their own Ministers for provincial affairs.
In the Meshket Clans, the scholars determine the laws through fiq, or reasoning. The warriors and knights in turn enforce the law.
The Empire
Imperial schooling is rigorous and educational. Emphasis is placed on primarily on mathematics and writing, with special secondary training in morality and philosophy. The best administrators are able in their morals and decision making, using time-tested methods of analyzation to make the best decisions. Those who do not pass the philosophical tests for the Bureaucracy fulfill notable posts as clerks, scribes and messengers.
Imperial schooling is expensive, but the Empire is willing to make scholarships for promising children. Teachers are encouraged to mentor and sponsor potential candidates. Most teachers are employed by the Census, many being failed or retired bureaucrats. Bureaucrats often take apprentices, though those from noble or extensive families often take their own kin.
Every ten years there is a Census. In addition to other Bureaucratic duties, the Census test children and others for magical aptitude. Those displaying magical aptitude are registered, and children showing aptitude are encouraged to enroll into Magister (Wu Jen, as they are known colloqually) academies, with full scholorships bankrolled by the Empire. In many cases, this encouragement is done with a sword.
Magister academies for the young allow for boarding and children to live at home. Parents are discouraged from interfering with studies.
The training of Wu Jen is as rigorous as the bureaucrat, with emphasis placed on the formulaic side of math and writing rather than practical. To become a fully fledged Imperial Magister, one must past an even more rigorous philosophical test based on the principles of civic duty. The test is harsh, involving trials of illusion and faith in addition to pure skill. Those who fail may retake the test in ten years. Some of those who fail more completely are not allowed to live. Magic is deemed too dangerous to leave in the hands of those who would use it for evil.
An Imperial Magister is afforded the status of a Minister, and has duties specific to whatever station the Emperor has placed him into.
Tracking magic-users is one of the many duties of the Ministry of Arcanics. Divine Magic-users are also tracked, but are managed by their respective temples. The Ministry keeps a tight eye on magic-users of higher then 10th level, and for the most part knows where they are at all times via a system of spies and scrying. A high-level magic user is required to allow the Ministry to monitor his activities while within the Empire. For dealing with miscreants, the Ministry often employs the aid of the Emperor's Guardians in addition to it's own agents. The Ministry often outsources martial endeavors to the Jade Tower and certain guilds within the Well of Souls.
The Clans
The Laws of Shar'ia are run and determined by religious scholars. Not all are wizards and clerics, but many are. Both practitioners are considered the same for the purpose of religious authority. Wizards serve the mind, Clerics serve the heart.
Educational schools are sponsored for young children by the Shar'ia from tithe. All children are expected to go, however many fail or leave before they can pass the rigorous tests to become a fully fledged scholar. The primary schools teach all the requisite life skills such as farming and basic reading and writing. Most are in cities, so they are inaccessible to most nomads.
After primary schools, children are shuffled into one of three schools the Mind, Heart and Body. Respectively, these are for Wizards, Clerics and scholars of Jurisprudence. Socially the most powerful is the Body, who compose the majority of the scholars and are educated in matters of law and administration. Wizards and Clerics serve the purpose of magic and discovery.
Enrollment into one of the three schools entails a series of religious obligations. All scholars are expected to serve as examples to the community and to serve the people. While wandering, adventurous scholars are allowed, they are looked down upon. Those who violate the terms of Sharia and or turn against the community are considered renegades. Wizards who continue study or arise without the Sharia and refuse to take the tests are also renegades. All renegades are considered to be apostisizers. They are put to death. Once one joins the Shar'ia, by birth or bond, they cannot leave.
The Higher Order is a specially commissioned group of scholars that deals with renegade and troublemaking magic-users. They specialize in anti-magic and quick utilitarian killing.
The role of non-learned Magic-Users
In the Empire, bards, sorcerors and warlocks are discovered at early age. When it is determined they are not suitable to be Magisters, they are failed out and expected to find
their own paths. The Jade Tower, the Tiger Armies and other martial groups often welcome and train these blooded casters and include them in artillery companies. Bards and those who wish not a military path must seek out hermits atop mountains, private guilds and others like them. All are tracked by the Ministry of Arcanics. Most consider them rabble and commoners, unless they have other accomplishments of note.
In the Clans, spontaneous casters that fail out of the academies are left to their own devices. Most expect them to be warriors and treat them with respect. Many of the more superstitious clans regard them with fear. If proven that their powers result from the trafficking with demonic influences, warlocks are immediately put to death.
Exotic Locations: Xian Hoy the Frontier Port
Exotic Locations: Xian Hoy the Frontier Port
Xian Hoy is the capital city of the Xian Hoy province, and the Empire's main port for dealing with exterior nations and the outlying Blood Alliance. Goods from mysterious lands the world over and friendly ports within the South flow into the Empire through this city. It is a relatively young and well to do place, about one year old.
The principle capital is trade, with fishing and arms brokering coming next. In response to encroaching Neogi forces, the Emperor wishes to fortify the area with towns and cities and increase the land's value to something other than a port city. All new immigrants are granted five silvers and a plot of land in exchange for keeping and tilling the land for five years.
Tuesday, July 25, 2006
Exotic Locations: The Four Towers of the Celestial Empire
Jie Du, Huk Du, Bai Du, Yin Du:
The Four Towers
The Four Towers guard the southern border of the Celestial Empire from the threat of the Neogi. Occupied by the valiant Nezumi Lords, they and thier subjects are embroiled in constant warfare.
The Four Towers are provinces commissioned by the Emperor to four seperate Nezumi clans. Each one is named for a color of importance of to the Emperor with symbolic meaning for that region. In return for defending the borderlands, the Empire sends magical weapons and other supplies to support them. Would be adventurers and mercenaries are encouraged to join them.
The Four Towers are desperate, martial lands. The rule of law is harsh but fair and living is rough. Once living in idyllic peace in these dense natural lands, the Nezumi were thrust into warfare since the Invasions. It was when the Neogi came that mice learned to kill.
The Ratlings are fast and hearty allies, with families living mostly in underground dens. They do not enjoy a real economy- the Imperial bureaucrats dole out the influx of supplies from the Northern lands. Everyone fights, no one of them quits. There are no farmers in the Four Towers, only warriors and those who further the craft of war.
Each Tower has a specialty in warcraft, training their best warriors in certain martial arts. Thier forces are supplemented by the auxilary, mercenaries and adventurers, and the occasional Imperial reinforcements.
Jie Du: The Jade Tower
The Jade Tower is commanded by Duke Ratattak of the Changya Clan. They specialize in breeding warmages and sorcerors. The Duke himself is a mighty sorceror, whose reknown is legend through the halls of the learned.
Huk Du: The Black Tower
Baron Qin of Zhongsun commands the Black Tower. An assasin from the coastlands, he eventually earned the position after liberating the land from his predeccessor who was controlled by the Neogi. The Black Tower specializes in espionage and guerilla warfare, keeping the Four Towers safe from spies and treachery. They are seperate from the Emperor's Guardians, who maintain responsibility for the whole empire.
Bai Du: The White Tower
The White Tower produces valiant Knights led by the Mistress of Blades, Katana Hidao. Since horses fear the Nezumi and they are easily dominated, they are not used. Instead, the White Tower produces the finest infantry in the Empire. Few can stand thier inexorable advance.
Yin Du: The Grey Tower
Duke Shu of Yin is master of the Grey Tower. The Grey Tower Nezumi are master builders, specializing in castles and siege weapons. The Yin built many of the grand fortresses of the Empire. In the Grey Tower provinces castles and secure villages are scattered across the landscape, controlling swathes of land. The Yin clan produces master strategists and siege engineers, valued throughout the Empire.
Laws of the Land: Shar'ia and Magic
Magic is a powerful tool, used by scholars to better the lives of all. But like any tool, magic can be abused and is dangerous when wielded improperly. There are several guidelines for how magic is to be used properly.
Some uses of magic are forbidden under any circumstances.
Haram
-The use of Negative Energy in any form
-The creation of undead and the manipulation of souls.
-The invocation of devils, demons and other unworldly creatures.
-The use of magic to kill, manipulate or otherwise harm another member of the Shar'ia
Such offenses are punishable by death and dishonor to the family.
A magus needs to wield his magics responsibly. He is held accountable for any damage or misfortunate that may result from his spells. Examples include the misdeeds of summoned creatures, destruction of property, or improperly made magical items. The magus is also held responsible for any misfortunes that may result from cursed items they may inadvertantly or intentionally create.
Magic is a dangerous tool. Just as one does not freely wield a hammer or a sickle in public, one does not wield freely use magic.
A magic user does not have free license to cast spells at any time and any place he wishes, just as a swordsman may not draw and swing about his sword. A magus is expected to warn any relevant parties in advance before he casts a spell of it's effects and his purpose. Should relevant parties take action against a magus who casts spells without warning, they are not held responsible, just as one would strike against a man who draws a sword without warning.
Since the Neogi have arrived, the following acts are prohibited
-The casting of enchantment and compulsion spells upon persons (Charm, Dominate)
Such is considered an act of violence and will be punished thusly.
The casting of divinations and auguries upon noble persons and scholars is considered espionage and punishable by gouging the eyes out. Further offenses will remove the tongue, the hands, and finally death.
Use of illusions to decieve the consumer is prohibited and will be dealt with harshly. Tricksters will be fined and further punishments will be inflicted for continuing offenses.
Wherever the use of siege engines is prohibited, the casting of evocations is also. Damage and mayhem caused by such effects will be dealt with harshly.
Sunday, July 23, 2006
Exotic Locations: The Celestial Empire
The Well of Souls
Since the beginning of the empire, this valley in the province of Lingshan has held unparalelled mystic power. Here, the spirits of the restless dead roam in semi-corporeal form. Unlike the vengeful undead, these souls are actually truely dead. Some of those who die in the Well of Souls do not join their brethren in the eternal heavens, rather they are kept in eterenal existance until they fulfill a certain task This task is different for each person and depends on what sort of life they lead.
Of course, this is not always true. Most of the people who live and die at the Well of Souls, do not rise again on earth.
Many of these ghosts prefer to stay on earth, and do not ascend. Some of them have been there before the dawn of the Empire, from the old days of the Seven Tribes,
The Well of Souls serves as the Empire's center of magic. Because many of the eldest wizards never ascended, they still remain teaching pupls dead and living. This creates a surplus of talent, creating an industry of magical items bound for the Empire.
In return for relative autonamy and a steady supply of magical items and trainees, the Empire guards all roads to the Well of Souls and facilitates pilgrims and travelers who wish to journey to the well. It serves a military bastion and secondary capital for the empire- many times invaders have been stopped by the combined might of the living and the not at the Well of Souls.
The Deep South
The Deep South used to be a relatively uncivilized area populated mostly by Ogres and Minotaur tribes. Because of the inhospitable jungles, the records of the Celestial Empire and the Meshket have recorded no evidence of cities or towns. They were more or less right. The jungle is full of large maneating creatures and monstrosities, and most of the sentient species lived more or less in the midst of the food chain.
The arrival of the Neogi changed this all of course. Using enslaved jungle beasts, they quickly subjugated the tribes of sentients and established a rudimentary government. The Neogi forces of the Star Remnant consisted mostly of dominated jungle beasts and ogres and giants,
The Lizard Folk Tribes
The lizardfolk that dwell between the Neogi heartlands and the Imperial frontier are a fierce independant people who have managed to survive despite the desperately hostile conditions of the jungle. While they show fealty to the empire, they are only expected to act in a capacity that serves their own interests, protecting the jungles. Thus, the Empire uses them as a sort of buffer state against the Neogi confederations.
The lizardfolk have a tribal hunting society. Males go into the jungle to hunt and forage, while women stay in the village to create crafts and teach children. The lizardfolk have a patriarchal society and are typically ruled by an elder hunter or a warrior cheif. The lizardfolk generously use poisoned weapons, building blades with poison reservoirs. They subsist primarily on meats and starches, making them a very wide and girthy people. A person's wealth is judged by the fatness of his wife.
Current Characters
Alliances II: Wings and Iron (Current)
Magister Wu Bai from Jian Shou- Human Imperial Male
Inspector Ahn Mu from The Well of Souls- Human Imperial Male
Lady Ezsti Deakze, Mistress of the Grey Tower- Human Meshketi Female
Alliances I: The Black Tower Chronicle (Finished)
Darius Lee(Foxfire)- Human Male Registered
Hien Lung(Burnt Hand)- Human Female Warrior
Otylia(Tinder)- Human Female Thief
Magister Julia- Human Female Magister
The Great Sage, Melissa- Female Celestial Manifestation
Governor Za-hou Lung- Human Male Magister
Deceased or Departed:
Quynh Lung(Talking Spirit)- Late Human Priestess
Magister Raluhn al-Zikrullah- Human Male Magister (On Assignment Elsewhere)
Da'lion- Human Male Warrior (Journeyed Elsewhere)
Tiger Soldier Jayne- Late Weretiger Male Warrior
Vanessa(Red)- Insane Wingtouched Female Renegade
Pirates! (Brooklyn Game Tuesdays, 7pm EST)
Hong Ti(First Mate)- Human Male Sailor
Kilan Nailo(Ship's Mage)- Human Male Magister
Trogdor(The Burninator)- Planetouched Male Shaman
Arver Talvin(Ship's Surgeon)-Wingtouched Male Priest
Guy(Bo'sun)- Human Male Sailor
Terminology:
Renegade- Unregistered magic-user, considered highly dangerous
Magister- Accredited Minister of Magic, considered highly valuable.
Registered- A Registered Magic user, usually incapable of joining the Ministry of Magic. Usually a mercenary.
Priest/Shaman- A Divine Magic User, unmonitored by the Ministry of Magic, but highly monitored in the Meshket Clans by the Shar'ia
Note: These are not actual classes, rather a description of thier roles. We use standard D&D classes from WOTC published sources. Specific Class and Other Information is restricted. Ask the player in question for further information.
Faction: The Confederacy
The Confederacy of Independant States:
Languages: Neogi, Undercommon, Ogre, Southern, Common, Nomadic
The Confedaracy is quite simply a gaggle of Neogi despots with a promise to ally with each other in case of invasion. It is what is left of the Stellar Remnant, a strong empire of Neogi that was ruled by a powerful monarch. Gathered toghether they could more than likely conquer the continent, but that is unlikely given thier petty conflicts.
The Neogi arrived on the planet about 8 centuries ago, when their spacecraft crashed into the southern portion of the Celestial Empire. Using their supernatural powers and alien technology, they swiftly took over that area, and proceded to north to conquer the rest of the Humans. They were stopped in the deserts due to the harsh conditions, and in the Northern Empire by a surprising show of unity and force. Powerful adventurers from both the Clans and the Empire invaded the alien capital of Sinanni, and slew the monarch and his attendent councilers, plunging the Remnant into chaos. A civil war occured, with the factions signing a final treaty of armastice to prevent their extinction at the hands of the humans.
The Neogi do not have a standing armed force. In times of crises, they band toghether against human enemies through their informal alliance. This consists of sending their brawniest,orneriest most expendable slaves into battle; mostly giants of sometype or another. Even if they lose control, most of their warriors are blood thirsty and stupid enough to carry out fighting the humans alone. More intelligent workers that have a chance of turning on thier masters and joining the enemy, are kept away and working.
Allies:
The Kelton family, a once powerful ruling clan that turned to necromancy, has brokered a deal of protection from the Neogi- armed services in exchange for bodies, magical goods and assistance in controlling resisters. To the civilized nation's dismay, tales of undead and Neogi working side by side have cropped up.
The undead and the Neogi see each other as wary equals. To fight each other, both must resort to brute strength and attrition through thralls. Such an act is wasteful. In this case, they ally against the 'lesser' races, which they can dominate at whim through mind control or pestilence.
Faction- The Meshket Clans
The Meshket Clans
Languages: Meshketi, Nomadic, Common
The Meshket are characterized by their optical technology and their toughness. Many of them eke out a a life in the desert, scavenging whatever they need to get by. However, a few cities have been built near ports, oasis and major trade routes. These serve as centers of military, economic and cultural power where scholars and nobles reside.
First among these cities is The City of Glass, the technological capital of all the world. Here, Meshketi scholars have mastered the art of prism technology. A giant crystal dome covers the city, protecting it from physical and magical attacks. In addition, this dome is focused to funnel the heat of the sun into the heart of the city allowing it to store heat from the desert sun. This heat is used to regulate the temperature of the city as well as provide power for magical devices and fearsome weapons.
The City of Glass is ruled by the Sultan Jahri of the Almit dynasty, a long line of rulers from the founding of the city. He commands the city and the surrounding areas with an iron fist, subjugating the local tribes and farmers with his legions of feared Janissaries. His administration relies on the law of Sharia, with religious scholars enforcing the law. Other matters are handled by a corps of Viziers, wielders of magic and sun. The Guild of Glass is his steadfast ally, whose artificiers repair fhe Dome of Glass and continue to create new devices that harness the power of prism and sun. The Guild of Glass is controlled by the Almit family, who have a long history in the glass-making industry.
Sharia
The Meshketi value community above all. All Meshket are part of the Shar'ia, or community which is also the name for common law. Top scholars of Sharia serve as judges and lawyers for the community. Each tribe selects their leaders differently. In the City of Glass, the Sultan is a hereditary ruler and has an executory role, and is technically subserviant to the Sharia. This is often not the case.
Sharia has two subsets. Halal: things that are approved, Haram: things that are banned. Anything not covered by these subsets is Habib, inconsequential.
Major tenets of Sharia
Halal
-Sacrificing yourself for the protection of innocents and allies, or the cause of Shar'ia
-Accepting and returning the aid of allies
-Giving charity to the poor
-Showing mercy to the weak or helpless
Haram
-Taking the law into your own hands. The guilty must be judged by a scholar of legal respect.
-Apostasy (Impersonating a deity, worshipping idols and false gods)
-Eating tainted food, consuming intoxicating substances (Alchohol)
-Adultery and premarital sex
-Fornication and prostitution
-Murder, and Theft
-Welching on debts
-Usuary
-Wielding necromancy or black magic
-Suicide and self-inflicted torture
Habib
-The practice of allowed magic
-Accepting enchantments of allowed magic
-Indulging in sanctioned concubines before and after marriage
-Reforming a law under Sharia
-Indulging in mercenary practice
-Self defense
-A marriage outside of the Sharia
In the case of marriage, the outside party must be inducted into Sharia. Otherwise, the marriage will be Haram
Other Clauses
Since the war with the Stellar Remnant, Sharia has had to change because of the Neogi's ability to control minds and wield perverse magics.
-An undead member of the Sharia is no longer considered a person, and exempt from the protections of Sharia
-Undead and aberrations are not considered persons, and the laws of Sharia are inapplicable to them
Faction- The Celestial Empire
The Celestial Empire
Languages: Imperial, Northern, Southern, Minos, Cttrach, Lizardtalk, Nezumi, Common
This empire has been ruled by 15 seperate dynasties over 2,000 years. It is believed that in the origins of man came from the Kingdom of Heaven, the first capital of the Celestial Empire. After centuries of strife, the disparate clans finally conglomerated into one nation under the command of an absolute monarch. However, his power is more ceremonial than actual. The armies of the land remain under the control of feudal warlords, each competing against each other. The Empire is actually a collection of vassal and protectorate states that all have allegiance to the Celestial Throne.
The economy is primarily feudal and agricultural, with most people serving as peasants under the feudal warlords. Some vassal states have more freedom then others, however the Emperor does not care as long as taxes are paid and feudal obligations are maintained. A strong warrior culture is evident as this is the best path to rise the ranks- anyone can devote his life to the Celestial Army, and with luck, earn a title of royalty or a position in the bureaucracy. In times of war, peasant levies are brought to training.
As part of their feudal obligations, many peasants know how to fight. However, the more combatative vassals keep thier citizens busy with constant fighting in order to forestall revolution. A long anti-revolutionary culture has been instilled into the Celestial Empire, as many centuries ago the people banded toghether to fight off the newly arrived threat of the Neogi.
The Celestial Emporer is basically a good person, but he reigns over a kingdom through feudal law; naturally a flawed system. The current Tienshi dynasty has angelic blood running through the royal line, which has lead to their clamant. The sitting Emperor is Tienshi Yin, 10th son of Tienshi Qi who turned back the Neogi invaders.
The Long family has long been a thorn in the Celestial Emperor's side, now constantly vying for supremacy. They secretly plan a coup with their dragon advisors to overthrow the current state and bring all the disparate vassals into line with the aid of blood and magic. It is their belief a centralized state in the charge of a benevolent king rather than at the mercy of cruel warlords, will the Celestial Empire prosper.
Dragons: Dragons are the power behind the Celestial throne. With a flight of dragons at it's beck and call, the Emperor maintains control over his disparate nobles. The Emperor maintains a caste of humanoids for his bodyguard, however his advisory cabinet and regional governors consist mostly of dragons. The most well known is Consular Fongfua, an ancient gold dragon that serves as personal advisor to the Emperor.
History: The dragons that currently serve in the Emperor's court are believed to be the first ones to have ever evolved. Dragons only mate once a life time, and can have a lifespan over over 100,000 years. The Dragons have watched the humans since their sapient development 40,000 years ago. They quickly came to realize that though humans were short lived and stupid, they could acquire power tremendously fast; especially that of magic. After 2,000 years of open conflict, the dragons finally asceded to human dominance and agreed to rule in cooperation. Only a few hundred dragons have been born since the beginning of the species, making fighting the numerous and powerful humans a dangerous prospect.
Emperor Yin has a friendly association with the dragons, the Tienshi dynasty having joined the Draconic Council in fighting off the Neogi invaders. The Long family derives it's power from cultivating a long tradition of dragonslayers and powerful wizards- Simply enough, the Council fears what such a powerful legacy could do. This is in addition to compelling arguments regarding the unity of the provinces, and the rising threat of the new Neogi.