South Pacific Islands-flavored Campaign

Zzyzx

First Post
I'm roughing out a campaign based in a "primitive" Polynesian-style setting:

1. Few fighters, more barbarians

2. Elves are all aquatic, and wage wars against the sahuagin beneath the waves.

2a. Half-elves are accepted everywhere because they can spend long periods both above and below the water (making the half-elf fluff in 3.5ed make sense, and making half-elves more desirable as a race.)

3. Barbarians from different islands practice different warfare traditions, which gives me an excuse to pull in the various UA barbarian totems.

4. Armor better than hide is nearly impossible to find, because metal is relatively rare.

5. A large, isolated island populated by halflings and dinosaurs. (modified Isle of Dread for you Olde Schoole players)

6. Spell-casters are druids and shamans, very few traditional wizards.

7. Weapons will be made from wood, shells, obsidian, bone, and teeth and scales. I'm tempted to leave the stats of a dagger, longsword, etc the same for simplicity's sake, but add chances of breaking on a natural 1 or 20.

Anyone have any more ideas?
 

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bento

Explorer
Economy based on shells or other rare materials, as gold and other precious metals are nearly unheard of.

Practice of cannibalism common among some peoples

Luaus given to heroes by grateful villagers?!?
 

Aus_Snow

First Post
You want Tonguez.

And no, that's not a lead-in to some kind of spam. Really, it isn't.

He (or she) is (or was) running a campaign that's some kind of Polynesia d20, IIRC. So, wherever they are. . .
 

Yalius

First Post
Wealth and social status would be derived from the ability to make longer sea journeys to bring back materials that aren't available to some of the islands See yap stones.

There would be very few land-based predators, most every dangerous monster would be either aquatic or amphibious.

There would be surprisingly open tolerance of strangers and outsiders; when you might have dozens of linguistically and culturally distinct societies within a few days' travel, xenophobia is a little impractical. You can divergent languages on islands that are so close they can be literally waded between at low tide.

A native speaker of one language might be able to understand easily half a dozen other, related languages, that might sound to an untrained speaker to be completely different, but are actually very similar.

Offering food to neighbors or strangers is a way of showing hospitality; large, communal fishing expeditions are very common. It's rude to refuse an offer of food.

The type of agriculture practiced is VERY fragile; a typhoon that floods a taro patch may affect food supplies for a decade.

Socializing with others is a very high priority; finding a certain person you're looking for may involve stopping at half a dozen or more houses, because you don't know who he might be visiting; heck, even the guy you're looking for might not have an idea where he's going to be at any particular time.
 

Michael Dean

Explorer
I always wanted to run a Polynesian themed campaign. I remember as a kid a great book called "Call it Courage," about the son of an island chieftan whose mother drowned in the sea when he was very young, and he was terrified of the ocean. He was stuck doing the chores that other girls did while the boys all went fishing. Labeled a coward by the others on the island, he finally had enough and took a canoe and sailed away. He was shipwrecked on an island and had to use all of his skills acquired doing "women's" work when he was growing up while the other boys did "men's" work to survive on the island. It's a great book for an island flavor, and since it was a children's book, it's very short. I think it won a Newberry Award many many years ago.

http://search.barnesandnoble.com/booksearch/isbnInquiry.asp?z=y&EAN=9780689713910&itm=1
 

phindar

First Post
You might want to use an armor variant like UA's Armor as DR if everybody is going to be running around without armor. (Likewise, you can not worry about it.) Stormwrack has aquatic armors (sharkskin, coral and so on), or you can just reimagine armors-- Leather becomes woven coconut fiber, a Chain Shirt becomes sharkskin, and so on.
 

Tonguez

A suffusion of yellow
Aus_Snow said:
You want Tonguez.
He was running a campaign that's some kind of Polynesia d20, IIRC. So, wherever they are. . .

Hi that would be me:) and I'm glad to be of help. I am Polynesian, have a Anthro degree majoring in Polynesian Mythology and yes have run a Mythic-Polynesia inspired game called Legends of Hawaiki

um I'll start by posting the races and classes which I used imc

Races
Tangata (‘Humans’) : Tangata are the most common race of Hawaiki and are generally tall (most standing well over 6 ft in height) and well muscled, skin tones range from light tan to dark brown with wavy or curly black hair, and good disposition. Tangata can be found across the islands as they are the most adventurous of races and prone to exploration.
West of Hawaiki proper are the Islands of Hema were are found the blackskinned and curly haired Hema people. North of Pulotu are the atolls of the Papatea people with similar complexions to those of Hawaiki but smaller physical build.
The Urukehu (Half-elfs*) are of slighter build and paler skin than Tangata Hawaiki, some with green eyes and hair that ranges from light brown to rusty red (often curly).
O'Punga (halforcs) although born from human mothers, are thick set, squat and brutish individuals believed to be descended from Punga the atua of Lizards, Stingrays and other Ugly Creatures. Most O'Punga are killed at birth but a few gain the sympathy of sentimental grandmothers and so survive to adulthood.
(NB Human, Half-elf, Half-Orc as per PHB are all considered ‘Human’ in Hawaiki and are not distinct races).

Menehune (Gnome): Gnomes are common on some islands where they are known for their prowess in construction and also in magics.

Hautupu (Half-Giants) : The ‘Giants’ of Hawaiki are found on some of the High Islands usually sticking to secluded upland areas and only rarely venturing to the coast for fish. Giants tend to be a aloof and quiet people who avoid contact with outsiders. Occasionally however friendships and even tribal alliances have arisen between Giant and other inhabitants of particular island groups. Giants are reknown for their skill in stone crafting

Taipo (Goblin) : Taipo are common on many islands throughout Hawaiki, often found skulking through the forests undergrowth. Much despised they survive by stealing and scavenging from others

* Elfs imc became Aquatic Fey, there is also legend of an Island of rafts floating out in the deep ocean and inhabited by non-Aquatic Elfs.
Neither Orcs nor Dwarfs exist imc, I left out Halflings because they are too much like elfs but having them on an isolated island works well.
The main antagonistic races imc are Sahuagin and Ogres, Lizardfolk are also common. Maero (Vanara) are a primitive culture who live in the deep jungles

CLASS
Most of the classes except Wizard and Monk are available in Hawaiki as detailed below. All magic in Hawaiki is Divine in nature, coming from the spirits and atua. The defense bonus is used due to the lack of armour. The Shaman is added to the available base classes, the Ranger has been modified to become a Mariner-Navigator and the Paladin is a PrC with a slightly different flavour. The Whale Rider is another PrC (which I designed)

Matatoa (Fighter as PHB) Proud and Fierce the Fighters of Hawaiki are masters of melee combat, using their weapons to great effect in defense of the clan.
Defense = Level x 1

Cannibal Savage (Barbarian as PHB): Although cannibalism is endemic across Hawaiki and practiced on ceremonial and ritual occasions, only the worst kind would practice indiscriminate man-eating. Nonetheless there are a few for whom cannibalism is a passion and who will go out and deliberately hunt for Humanoid flesh to devour. These individuals are somehow empowered by their cannibalism and gain strength and power from it. At the same time however their hunger affects their minds and so they can not be trusted.
Defense = Level x 3/4

Pau Kiore (Rogue as PHB): Scouts moving out ahead of the warparty, quick raiders striking from ambush or cunning thieves taking what they desire the Pau Kiore (Rat-taker) is a master of stealth
Defense = Level x 1

Karioi (Bard as PHB): Karioi are more than mere entertainers, they are repositories of historic knowledge, skilled athletes, diplomats and religious functionaries.
Defense = Level x 3/4

Tohunga Ahurewa (Cleric as PHB): Chosen by the atua and trained in the sacred Colleges of Learning Tohunga Ahurewa are the religious leaders of Hawaiki, interceding on behalf of mortals the Ahurewa learn secret knowledge and powerful prayers and invocations to appease atua and ensure that the clan is protected from the dangers of spiritual power.
Defense = Level x1/2

Runuku (Scorcerer as PHB): There are some who though blessed are unable to meet the rigourous demands of the Tohunga Ahurewa. These dropouts from the Sacred Colleges often continue along their own road outside the mediating influence of the clan and its strictures and become Runuku, weilders of black magics
Defense = Level x1/2

Haufenua (Druid as PHB) There are a few who do not see the individual natures of the atua, but instead only feel the Mauri of the living world around them, these experts become Haufenua ‘Cultivators’ able to feel and become part of the living world around them and by their will change their own environment
Defense = Level x1/2

Taura (Shaman) – The world is filled with spirits and whereas the Ahurewa deals with the more powerful atua, the common spirits are the interest of the Taura. Taura are mediums able to see and interact with the many spirits of the world – ancestor spirits, nature spirits and as they gain in power even more powerful Atua and Tupua.
Defense = Level x 1/2

Mariner (Ranger) – Everyone in Hawaiki knows how to handle the small coastal vaka used for fishing in lagoons, for play or simple visiting. However out beyond the protection of the reef sailing the large Vaka Tohora, and Vaka purua on the open sea becomes a difficult and dangerous tasks. The Hautai Mariner is the master of this realm

Tanguru (variant PrC Paladin)– Amongst the many atua of Hawaiki are the beast-spirits – Shark, Crocodile, Wild Boar, Eagle, Nanakia – these atua who hunger to devour the souls of mortals. The Tanguru are the chosen vessel of the beast-spirits, leaders in warfare the Tanguru agree to carry the beast-spirits into battle and in return the beasts imbues their Tanguru with a part of their power.
Base Attack Bonus: +6.
Knowledge (religion): 2 ranks.
Knowledge (War): 5 ranks.
Feats: Cleave
Must have lead a unit in combat
Defense = Level x1

Clan, Social Caste & Adventurers
The People of Hawaiki are separated into fiercely independent clans who occupy a single district and are lead by a council of elders and in most cases a hereditary chieftain. All members of a clan are related and the chief rules by consent of his people.
Society is hierarchical, status determined on the basis of order of descent from founder ancestors and thus the Divine atua. Four social castes are evident throughout the Islands – Ariki (Nobles), Matahau (Aristocrats), Commoners and Slaves. A fifth group of clanless outcasts exists and is widely reviled.

Commoners and Slaves make up the work force of the clans working under the leadership of the Aritocrats and Nobles. Most Clerics and Navigators are from Ariki caste although skilled Matahau may also be accepted for training. Matahau are also likely to be trained as Experts in horticulture, Fishing and similar. Shaman can come from any caste including commoners depending on the whim of the spirits.

Most PC adventurers are of the ‘Matahau’ caste. Adventurers are uncommon but not unknown and are a recognised 'vocation'. Ariki would only rarely leave their official duties to adventure and a commoner would be considered an outcast unless invited by a Matahau or Ariki member to join their 'entourage'.
 
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Tonguez

A suffusion of yellow
Yalius said:
Wealth and social status would be derived from the ability to make longer sea journeys to bring back materials that aren't available to some of the islands

Yes there are a whole lot of legends about trips to find resources (including red feathers, stone, pearls, fine mats, food delicacies and special shells (eg mother of pearl)

There would be very few land-based predators, most every dangerous monster would be either aquatic or amphibious.

Absolutely - dogs, wild boar, giant birds, monitor lizards are essentially it when it comes to 'real' land predators - real giant birds in Polynesia inlcuded a giant eagle able to lift a small child and I also use feathered velocirators. Of course fantasy versions of these gives some variety. Salt Water Crocodiles are very rare but not unknown in the islands. Remember too that Sea Lions and Giant Eels can survive on land

There would be surprisingly open tolerance of strangers and outsiders; when you might have dozens of linguistically and culturally distinct societies within a few days' travel, xenophobia is a little impractical. You can divergent languages on islands that are so close they can be literally waded between at low tide.

Quite the opposite in fact xenophobia was rife and inter-island raiding well established. The MArquesas was notorious for people living only a few hours walk away being bitter enemies when those living days away might be considered friends.

In times of food shortage it was common practice to attack any new arrivals as they posed a threat to survival.

That being said islands with abundant food were more welcoming to strangers

A native speaker of one language might be able to understand easily half a dozen other, related languages, that might sound to an untrained speaker to be completely different, but are actually very similar.

Polynesia is well known to be very homogenous in its culture and language and yes I can personally understand most of what is said by people from Hawaii, Tahiti, Aotearoa, Tuamoto and others. Some Tokelauan but not so much Samoan and Tongan. There is an ackowledge West-East seperation in Polynesia. The languages I understand are in the Eastern 'Tahitic' division ie those languages originating in Tahiti

However the situation in Melanesia is very different and that is why Pidgind have developed to allow inter-ethnic communications

A comment on Weapons and Armor
All Weapons in Polynesia were made of Wood, stone (including obsidian), bone, teeth or shell including combinations of these. Clubs, spears and polearms (similar to Halberds, glaives etc) were the most common types, with other weapon types being proportionately ‘rare’.
Highly polished sharp edged stone blades were used like short swords and were a weapon of prestige. Daggers made from the tail spike of a stingray were used by assassins. Missile weapons were rare although javelins were thrown at fleeing enemies, slings were used by non-combatants to defend their villages and short bows were used for hunting rats.
Armour was equally rare with some padded armour being available, gourd helmets and turtleshell breastplates might be viable in a fantasy setting but only provide the AC of ‘Leather’.

For ease because there is no metal I'd use the normal weapon stats as is with a breakage chance on the roll of 1. If you do introduce metal weapons then they need to be considered masterwork special items

Also don't forget
Armour from Kiribati - Porcupine fish helmet, wood, pandanus and coconut fibre armour
gilbertwarrior.jpg

a colour version
this armour was effective against the weapons used against it (which being sharkteeth or babrbed wood would get tangled in the fibres)
 


Yalius

First Post
Tonguez said:
Quite the opposite in fact xenophobia was rife and inter-island raiding well established. The MArquesas was notorious for people living only a few hours walk away being bitter enemies when those living days away might be considered friends.

In times of food shortage it was common practice to attack any new arrivals as they posed a threat to survival.

That being said islands with abundant food were more welcoming to strangers

The friendliness I referenced comes from everything I've heard from my wife, who is Micronesian, form one of the outer islands of Yap. From Yap in the west to Kosrae in the east, journeys for no other purpose than to just socialize and trade trinkets were common; an arriving group from just about any other island, excepting some specific cause for antipathy, was pretty much an excuse to have a good ol' time. A single trip might encompass visits to a dozen or more islands, and given the limited ability to carry provisions for the journey, the trips were pretty much always undertaken with the expectation that they would be welcomed at each stop.
Intermarriage between islands was also common and necessary, given some of the extremely low (<100) populations involved. Even today, it's not uncommon for a husband and wife to speak what are technically different languages; marrying someone from the same island as you is more the exception than the rule.
 

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