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(The Story so far)
(NPCs)
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'''Scully’ s Heroes:'''  A band of adventurers led by Scully Swiftblayde, and travel on "The Leaper", a ketch-rigged ship that is slightly faster than the SeaSprite, but can't turn as fast or sail as close to the wind.  Scully's Heroes also have a headquarters across from the WLA and are the WLA Heroes' greatest rivals.  They have had a good-natured scuffle or two, and have come to respect each other.  Sorta.
 
'''Scully’ s Heroes:'''  A band of adventurers led by Scully Swiftblayde, and travel on "The Leaper", a ketch-rigged ship that is slightly faster than the SeaSprite, but can't turn as fast or sail as close to the wind.  Scully's Heroes also have a headquarters across from the WLA and are the WLA Heroes' greatest rivals.  They have had a good-natured scuffle or two, and have come to respect each other.  Sorta.
  
Tarnwit- half elf Bard
+
Scully- human fighter.  Very arrogant and sure of himself.
 +
 
 +
Tarnwit- half elf Bard.  Always praising Scully and putting the team efforts in the best light.
  
 
Mac Allen - Ranger.  Deceased
 
Mac Allen - Ranger.  Deceased
  
Lupo - Barbarian
+
Lupo - Barbarian.  Owes Scully a life-price.  Will follow Scully anywhere.
  
Hooch - tipsy man  
+
Hooch - tipsy man (Witch).
  
Tinsy - gnome with magic symbol robe
+
Tinsy - gnome sorcerer with magic symbol robe.  Talks alot and has fun even in battle.
  
Matte'- brilliantly garbed in reds and golds
+
Matte'- brilliantly garbed in reds and golds.  Even more arrogant than Scully, and also has hair-trigger temper.
  
Libscomb - bear-like cleric of Domi
+
Libscomb - bear-like cleric of Domi.  Congeanial.  Likes challenges.
  
  

Revision as of 16:01, 3 January 2013

The Game

Here you can find the latest posts in this game.

Current Events

Island Hopping: The WLA heroes from Rum want to explore the Island interior that the new town is on. They are encouraged on their way by the sighting of strange animals.

Building of Rum: The frontier city of Rum continues to build. Many of the tents around the city are down, with real houses and stores taking thier place.

Defenses: The main defenses for the city is a citadel on a small hill on the north side of Rum, and the tower of the Fixers on Fixer Island in the harbor. The walls around Rum are complete and pocked with varied towers and gates.

Harbor: The harbor, a large stone pier and many smaller wooden piers are complete. A Harbormaster is hired, but currently few ships arrive and there is little activity other than small fishing boats. Rum has no fee for anchoring at port, as they want to encourage trade.

Roads: The major roads are paved with smooth stones, secondary roads have a layer of crushed gravel, and alleys are of packed earth or mud depending on the ammount of rain.

Public Buildings: Barracks and Offices are completed, though there are few people actually in them right now. Every main crossroads has a fountain or public water trough. All the public buildings are made of a first floor of stone with higher stories of half-timber and stucco.

Private: 50% of private buildings are complete; made of a variety of methods from similar to a public building to all stone, all wood, stucco, or even wattle-and-daub construction. Many locations are still bare, waiting for more people to come, and many have tents and/or lean-tos while building thier businesses and homes.

Status of Rum:

Government: Rum is currently run by the Fixers; Anvil Stormrager is the Chief Fixer who heads a Council that is made up by a representative from every group that wants to participate. The spirit of cooperation is high, and there is no organized police or watch force.

Population: On the arrival of Second Fleet, the population of Rum exploded from 1,000 pioneers to 7,000 citizens! There is still so much building and farming, and other work to do that there is no unskilled labor or any sort of day laborers to be hired out. Neither is there an organized underground or black market that anyone knows of... The city is just too new.

Catacombs: The Catacombs has recently opened up a shop headed by a genial and energetic gnome calling himself Babbit Emberson. He has a *Cape of the Mounteback* to travel quickly around. His shop is a gaudy tent that can be converted to a backpack with a command word from Babbitt (so he is portable). This may mean that Babbitt can come upon the WLA Heroes in the wilderness, and also that he may not be at home when the WLAers are in RUM. (This allows the DMs to regulate when the heroes are able to get hordes of magic.)

Equipment/Magic: Local shops and the Fixers are able to provide any non-magical item from the Pathfinder Core Book and any magical item worth 1,000 gold or less.

The Story so far

Rum: A New Hope. Young, eager would-be heroes were recruited from all over the Elennian Penninsuls and arrived at the One Mile Inn outside of South Harbor to meet their contact, WLA Captain Sal Theringer. He explained that the WLA is taking an active interest in establishing the new merchant city of Rum. Rum is going to be a cooperative city by all the nations and guilds of the Elennian Penninsula and is intended to open up exploration and merchantile ventures to the west, 6 months travel across the ocean!

Before starting the city and the WLA outpost, our heroes have to GET there! And there seems to be one or more factions actively hindering that goal. First, the young heroes are involved in a brawl, then are barred from getting on thier ship, then their ship's supplies are held by a greedy merchant! But our heroes overcome all, and they sail with the Fixer Fleet!

On the ocean there are other dangers, from vengeful mermaids to storms (which scattered the Fleet) to an island inhabited by flying tentacle heads and a seaborne ambush by sahaugin. Founding a new city is difficult!


Divinations and Explorations: Our band of heroes has arrived with the Fixer Fleet and started to build Rum. Mostly a tent city, the streets erupt as a dozen large holes appear with a raid by spider-taurs! Several citizens are kidnapped, and adventurous bands are selected to go down into the holes to the rescue! Our heroes battle spider-taurs, well-entrenched kobolds, and an intelligent giant centipede to rescue two victims and discover that there is a group called the BeastLords who are doing expirimentation underground and resent the intrusion of Rum on the island above!


Island Hopping: Our heroes have gone on an exploration of the large island that the city is on, looking for strengths, weaknesses, threats, and opportunities. What they found was a hidden Valley with many magic-twisted monsters and a race of cat-people with a "Paradice Lost" mythos surrounding the ruined city of pyramids. Our heroes discovered the secrets of the pyramid and mythos, and learned more about the mysterious enemy of Rum: the BeastLords!


Beastlord Zoological Society Our heroes are trying to rendevous with Scully's Heroes (a mercenary adventuring party with a love-hate relationship with the WLA Heroes) and their ship "The Leaper" in order to get back to Rum. Turns out the beach selected for a pickup is the same beach as a BeastLord has set up a monster breeding program! Are our Heroes going to be able to shut down the Beastlord or will they become the next monster's dinner?

Archives

The full past history of game posts can be found here.

Characters

These are the characters, past and present, that have been featured in this game.

Current Roster

Harvest Moon the Half-elven Monk

Barratore Steelwind the Minotaur Fighter

Brom the Human Barbarian

Lemick 4-Leaf Sted the Human Cleric of Waard

Gerox Shale the Gnome Sorcerer

Peza Tefani the Human Twilight Ranger

Edson, the Elven Rogue (arrived November 2012)

Past Characters

"Iron Shot" Tom Conroy the Human Fighter (Stayed at the Wemic Village. Tuesday October 18th, 2011 2:30:57 PM)

Leapold the Half-elven Rogue (Went with one of the Fixers in the fleet as apprentice. Wednesday October 26th, 2011 12:34:57 PM)

Crag Hammerfist the Dwarven Cleric, Pantheon Devotee of the Gods of the Wold (Moved to small monestary on north side of Rum) July, 2012

Bralin the Stonesinger the Dwarf Fighter/Oracle of Stone (called by Stone Powers to who-knows-where through a portal. October 2012)

Arno the Dwarf Rogue (stayed with the Catfolk in Hidden Valley. November 2012)

NPCs

Sal Theringer: Captain of the WLA Outpost on Rum. A human ranger: a lean, weatherbeaten and scarred warrior with longsword and handaxe on either hip. They look worn, well-cared for. Doesn't say much, but always to the point good and bad.

Artus Morindim: Navigator of the SeaSprite. A crusty halfling, in charge of the SeaSprite, and second in command of the WLA outpost in Rum after Sal. Likes to stay on the ship when in harbor.

Dhonngel: - Cabin Boy on the SeaSprite. Very exciteable and enthusiastic. Often gets into well-meaning trouble.

Bertold: Human Fixer helping the neighborhood around the WLA outpost. Assigned to another part of the city.

Torian Silverleaf: A Fixer of Alemi and a member of the Woldian League of Adventurers. Selected by the Fixers to work with the WLA for needs of mutual assistance.

Anvil Stormrager: Chief Fixer of Rum: Tattoo of an anvil and hammer on his bald head, he is very imposing, but gentle of voice. Carries a very ornate and large adamantite vial of Woldsblood around his neck as a holy symbol. Alemi’s symbol is embossed on the front of the vial. His Dwarven’s clan’s coat of arms is on the back: The hammer and anvil.

Pursis: Stormrager’s personal Bard. Tall and skinny as a beanpole, his eyes seem to see everything at once, always moving around. His fingers always tapping or fingering the lute that hangs off of his belt. A guitar is hung on his back. It is beat up and used, but of amazing workmanship.

Vikki Sweerit: A reporter for the Plateau City Herald. Thin woman in a lime green coat. Has a nose for news and will be shoving her recording stones in wherever the action is. She is so into recording what goes on that she doesn’t think about any danger she may be in. (First in Scene 1, Divinations and Explorations)


Carlee’s Demons: A band of adventurers who engineered a fight with the heroes when still in South Harbor. Whereabouts and motives unknown.

Scully’ s Heroes: A band of adventurers led by Scully Swiftblayde, and travel on "The Leaper", a ketch-rigged ship that is slightly faster than the SeaSprite, but can't turn as fast or sail as close to the wind. Scully's Heroes also have a headquarters across from the WLA and are the WLA Heroes' greatest rivals. They have had a good-natured scuffle or two, and have come to respect each other. Sorta.

Scully- human fighter. Very arrogant and sure of himself.

Tarnwit- half elf Bard. Always praising Scully and putting the team efforts in the best light.

Mac Allen - Ranger. Deceased

Lupo - Barbarian. Owes Scully a life-price. Will follow Scully anywhere.

Hooch - tipsy man (Witch).

Tinsy - gnome sorcerer with magic symbol robe. Talks alot and has fun even in battle.

Matte'- brilliantly garbed in reds and golds. Even more arrogant than Scully, and also has hair-trigger temper.

Libscomb - bear-like cleric of Domi. Congeanial. Likes challenges.


Hmanas: A sailor, and the first innocent death seen by the heroes. Fell to the kiss of a Batwing-Head (Vargouille) off an uncharted island during the SeaSprite's journey back to the Fixer Fleet after being blown off course by a storm.

Drys: A black spidertaur encountered in the tunnels underneath Rum. During battle it negotiated it's passage out of the conflict, but left these words as warning with regard to a mysterious group known as the Lords.

"Peace? You will not have it. But not from me. The Lords will see to that. What do I care? I care for myself! If you Swear the Oath to leave me be, I Swear the Oath to leave you, your friends, and your dirty, verming infested, goblin puke of a town in Peace as well. And don not look at me like that! Is it not true? Look at your town. I have seen cities of the poorest of my kind that are pallaces in comparison to what lies above. You can only Hope and Pray that it can hold itself together long enough to survive its first year. For enough lies above to squash your precious town even without the Lords."

Hrrerricko's Children: A tribe of Catfolk (Bestiary 2) live in Hidden Valley among the mountains near the island's center. The WLA heroes befriended and helped the catfolk, solving a generations old mystery of why they came to be. The leader is always called Mother, and one catfolk (now called TB) is a liason with the WLA in Rum. They refer to each other by position title; Mother, First Cousin, Second Brother, Mother’s Mate. It can be confusing to an outsider, but the interal positioning of the tribe is very important. If Second Brother fights with First Brother and wins, evryone then calls him First Brother; the status has changed. Similarly, the Catfolk dont’ seem to understand personal names, and they are just as confused about the Heroes naming themselves. These catfolk are tribal hunter-gatherers who dwell in harmony with the valley. As a culture, catfolk are loyal, generous, and amiable. They like belonging to and being at harmony with a group whose members work together to accomplish their needs and wants. Catfolk have few taboos, and often exhibit harmless but strange eccentricities, and often take risks others might label unwise.

The Ships in the Fleet

The SeaSprite: A Sloop, and the ship of our heroes.

The SeaSprite

The SeaSprite Battlegrid

The Leaper: A Ketch, and the ship of Scully's Heroes.

Background

The history and geography of Rum.