This E-Dawn marked the start of a new campaign after the end of a ten year campaign. You might notice a theme with the new characters...ahem.
E-Dawn Volume 9: September 2004
Campaign Introduction Edition
HISTORY OF KAER CELLESIS
Ustrect refugees (mostly of Troll
and Dwarf races) built Kaer Cellesis in the Twilight Peaks Mountains after the
Orichalcum Wars had ended. Poor and having little resources, they used
backbreaking labor and round-the-clock work to build their Kaer. However, being
poor they found out they couldn't afford the Rites of Protection and Passage at
the prices Thera was offering. Thinking themselves lost, many left the Kaer
searching for other kaers to inhabit in desperation. As the Scourge quickly
came upon Barsaive; however, a Theran Vedette having a group of Adepts with the
Rites of Protection and Passage crashed after an unexpected storm had run their
ship aground. With horror constructs and undead growing in numbers daily, the
Therans and Trolls made a deal. The Therans would install the Rites of
Protection and Passage, and give up slavery forever, in exchange for safety in
the Kaer and promises of protection from those angered by the destruction of
their kingdom in the Orichalcum Wars. The Theran vedette had some unexpected
races. Beyond the normal human and elves, the ship also had t'skrang, orks, two
obsidiman, and some windlings--The Ghareez. Knowing the obsidiman would
sleep in the Kaer after its completion, the genius ship Elementalist, the elf
Valjere Scybl, came up with an idea on how to wake them. A special chamber was
created, with a sky-opening that could only be unlocked through powerful
elemental magic, and heavily warded. As an extra protection of the front entrance,
the two obsidiman collapsed the entrance of the main tunnel with their superior
strength, thus adding a physical obstacle to the magical wards and traps the
Therans had created. The Theran Air Sailors were delighted to find a troll
drakkar inside the Kaer. Although not sky worthy, it would allow them to keep
their disciplines intact throughout the Scourge. Kaer Cellesis remained sealed
even as the magic level remained steady. Although several horrors attempted to
breach the Kaer’s defenses, only one ever succeeded. This horror had found a
weak ward in the area near the troll drakkar and managed to break its way
through. The horror known as a rakken did enormous damage to the drakkar and
decimated many Air Sailors and Sky Raiders before being put down by Valjere.
The drakkar suffered a lot of damage and many doubted whether it would ever fly
again. The seals on the area were redoubled, and the horrors never reentered
the Kaer again. Valjere did what he could to preserve the ship, but lacking
True air kernals in any great quantity, found there was little he could do
beyond structural repairs. In more recent history, on Strassa 17th,
1518 TH, the town's elders were all found dead one morning. The sudden deaths
were followed by two weeks of grief and mourning. After this two factions
formed, one following Sather, a Theran elf Air Sailor whose faction wanted to
reopen the Kaer, and another following Gron, a troll Sky Raider who's faction
anted the Kaer to remain sealed. As each side gained followers, tensions grew.
Worse, most of Theran descent sided with Sather, and most of Troll descent
sided with Gron. Eventually, the conflict was used by petty men to bring up the
old Ustrect--Theran feud and bad blood, and going back on the original word of
the Kaer's founders. Those trolls who feel that this dishonor is against
everything trolls stand for side with Sather. Finally, in recent events, the
conflict went from petty skirmishes to full out civil war.
POPULATION OF KAER CELLESIS
40% Troll
30% Human
15% Elf
7% Dwarf
5% Ork
2 % Windling
1% T'skrang
Two Obsidiman
LAWS OF KAER CELLESIS
A dwarf traveler to Ustrect had
brought the Book of Tomorrow with them; most of the laws of Kaer Cellesis are
based on Throalic rather than Theran law. Slavery is outlawed in Kaer Cellesis.
However, many Theran laws weaseled their way in, including some tax code laws.
All people not associated with town guards and militia must pay a weapon tax of
1 copper piece per weapon per year, allowing for a weapon permit to be issued
per weapon. Legally bought weapons usually have this tax included. Weapons
without permits are subject to confiscation by law officials. Unlike Thera,
non-weapons that could be used as weapons aren't subject to this tax. In these
troubling times of civil war this has been used, as a justification for
unprovoked attacks by wandering mobs so be careful.
GOVERNMENT OF KAER CELLESIS
Until recently, the government
consisted of a ruling council elected for life of eight members that ran the
day-to-day affairs of the Kaer. With all of them dead, shock and grief, and
then chaos followed. If order could be restored, a new election could take
place for the eight open slots. For now, the government is non-existent and
anarchy rules during Sather and Gron's Civil War.
SOCIETY AND LAYOUT OF KAER CELLESIS
Before the current crisis, the
day-to-day affairs ran relatively smoothly. Dwarf farmers tend to the
underground mosses and mushrooms used for food, and trolls with their strength
pull up the bucket of water from the well and store it in barrels. Stored food
and water is brought to the t'skrang chefs, who prepare the food and serve it
in the mess hall to guardsman, and then send food and water to the common room
for distribution to the common folk in exchange for food and water vouchers.
Guardsman are mostly troll, keeping an eye out on the main entrance and boulder
pile, as well as the obsidiman chamber, and the drakkar, and normal areas such
as the library, merchant district, council, courthouse, food distribution area,
and prison. Beyond the common room lies the merchant district where other
essential day today items are bought besides food and water, and finally beyond
that lies the residential district where families live. The entire Kaer is
built for trolls, making it difficult on the smaller Name-Giver races, forced
to be small in a world too large for them. The size problem is worst on the
dwarves and windlings of the Kaer, who usually have problems fitting into a
world not built small enough for them. The dwarves spend their time farming,
and building. The Ghareez make an isolated sect living in the upper
floors of the library built by the Therans after the main Kaer construction,
whose size is still too large but smaller than the rest of the Kaer, mostly
focusing on magician disciplines. During the Scourge they used their natural
astral sight to examine people of the Kaer and look for corruption. The
t'skrang having no underground river to bathe in and water too precious for
this purpose, are extremely irritable.
The orks and elves tend to stay near the drakkar practicing the Air
Sailor and Sky Raider disciplines along with some humans and trolls. Humans
have no true place in the Kaer, ostracized because of their Theran heritage;
they are still full of ambition and fulfill many duties admirably.
RELIGION OF KAER CELLESIS
Trolls of the cave consider the Obsidiman Chamber to be
sacred ground of their Rock Brothers and guard it ferociously. The trolls
worship the nine normal Barsaive passions. The Theran descendants also secretly
worship Dis.
FIRST SESSION GOALS
The party is starting out in the
residential district, where the troll Elementalist, Merken Gaech tells them of
his plan to unseal the Kaer and stop the civil war.
Avoid killing other Kaer members if
at all possible, this will make peace more difficult to obtain.
Use stealth or failing that brute
force to get past the wandering mobs in the merchant and residential districts.
Distract the Troll guards to allow
Merkens to sneak into the Obsidiman Chamber and free the two Obsidiman.
Defeat the Troll guards at the Kaer
entrance and remove the boulder pile to allow access to the Kaer entrance.
Stop the Troll guards from
interfering with the disruption of the magic wards on the Kaer main entrance by
Merkens and other spellcasters using ritual magic.
With the Kaer unsealed, negotiate
peace between the Sather and Gron factions.
NEW CHARACTER BIOS
For these character bios, I was
more interested in the character's relationships that had been built in the
Kaer, as well as their family history and ancestry. I guess we’ll wait and see what the rest of
the PCs are playing on Sunday, and have them out in E-Dawn 10.
GALLWAY LENNOX (ERIC)
Elf Swordmaster Gallant First Circle
Father: U'sthra Lennox, Fifth Circle Bladesman
Swordmaster.
Mother: Ariowan Lennox, Sae'misthra follower.
Recently switched to Path of Sages.
Siblings: None
Discipline Teacher: Elf Fifth Circle Gallant
Swordmaster, Keefe Swallowswing.
Friends: Childhood sweetheart; Teefa Leevant
Rival: Theran elf Swordmaster named Calhoun Rona Kele
Long-term goals: Find his soulsword. Discover secrets
of the family sword currently possessed by his father.
Ancestry notes: Of Theran descent
JAMES T. KIRK JR. (TED)
Human Air Sailor First Circle
Father: James T. Kirk Sr., Fifth Circle Air Sailor.
Initiated James Jr. as Air Sailor.
Mother: Kimberly
Friends: Childhood friends of Spock and Scotty
Enemies: Khan, Ork Sky Raider
Long-term goals: Revival of the Kaer's drakkar as the
"Enterprise"
Ancestry notes: Of Theran descent
SPOCK (SHAWN)
Ork Scout First Circle
Father: Sarek, Fifth Circle Scout. Initiated Spock as
Scout.
Mother: Savaak
Ten brothers and sisters.
Siblings of note: Sister Sarah is a Third Circle Sky
Raider.
Friends: Childhood friends of Kirk and Scotty
Long-term goals: Explore Barsaive after Kaer is
unsealed
Ancestry notes: Of Theran descent
SCOTTY UNSITR (JOSHUA)
Troll Weaponsmith First Circle
Father: Dan Unsitr, Fifth Circle Weaponsmith.
Initiated Scotty as Weaponsmith.
Mother: Seaju Unsitr
Brother: Rheim Unsitr
Sister: Shinjuku Unstir
Friends: Childhood friends of Kirk and Spock
Long-term goals: Become owner of his father's shop; Unsitr's
Anvil
Ancestry notes: Of Ustrect descent
FATE OF THE CHARACTERS 2
A couple late ones:
Liu (Ted): Human Spiritual Monk who was killed
by the Serpent-Ghoul hybrids created by the Sanke Queen Horror (Adventure idea
mentioned in Barsaivian Vivane).
Nightslayer (Eric): Windling Archer who retired to
the Liaj Jungle, tempted by a Windling Cavalrywoman.
UNUSUAL RACE/DISCIPLINE COMBINATIONS 6
Obsidiman Illusionist
Advantages: Great toughness, armor, and wound
threshold bonuses makes up for poor magician durability. Combined with high
strength, its unlikely the discipline will take illusionary damage from
turnaround attacks such as Wizards with Spell Snatcher. The high strength also
makes the discipline suited for melee fighting with Blazing Fists of Rage and
other melee illusionist spells.
Disadvantages: Low dexterity makes hitting with melee
attacks difficult. The minus to perception hurts a lot. The minus to charisma
can also be painful. Fortunately willpower isn’t penalized. The minimum 15
strength is just brutal, really hurting them in purchase point situations, as
you are about to see.
Attributes (66 purchase points):
DEX: 13-2=(11): 5/D8
STR: 15+6=(21): 8/2D6
TOU: 11+4=(15): 6/D10
PER: 15-1=(14): 6/D10
WIL: 14=(14): 6/D10
CHA: 10-1=(9): 4/D6
Commentary: This is an unusual combination; even less
unusual than the troll Illusionist mentioned last time. People suspect an
obsidiman Illusionist even less than a troll one. The race also has some great
physical attributes that work great in combination with a melee style
illusionist. An obsidiman Illusionist with Blazing Fists of Rage and some
Unarmed Combat skill ranks can be a force on the frontlines. Combined with
Displace Image, it’s extremely difficult to hit them and they can deal decent
damage with Blazing Fists of Rage. And if they disbelieve the spell, obsidiman
strength is still sufficient to deal damage. It gets even worse at Second
Circle with Monstrous Mantle. The obsidiman Illusionist turned into a jehuthra
with Lacerators (Blazing Fists of Rage) can be a powerful foe to deal with.
Because of low speed though, ranged spells are a necessity, meaning Ephemeral
Bolt is very important. A Flying Carpet with a great Strength attribute can
help the speed problem.
Consider also the obsidiman Elementalist for the same
reasons mentioned last time for the troll Elementalists. Ice Spear is king for
them, due to its range. Metal Wings negates the speed problem. As for obsidiman
Nethermancers, Moltaa pretty much shows how it’s done in Infected. Spirit Grip
is very good in their hands, and Spirit Dart and Astral Spear are good ranged
spells. Astral Mount can help with the speed problem. An obsidiman Wizard can
be interesting, but they lack a lot of the more useful melee spells of the
Elementalist/Illusionist, although they have a wide variety of defensive spells
that can be useful to such a character. They also have a lot of good ranged
spells that tend to help out their slow speed, and spells like Solo Flight
negate the disadvantage completely.
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