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[OOC] Underdogs [a core dnd game][4/4]
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<blockquote data-quote="doghead" data-source="post: 3616152" data-attributes="member: 8243"><p><strong>Defcon</strong>: I'll have a look over the character sheet off line. Being delayed a week won't be a problem, if you don't mind me slotting Mogro into the ic thread. Otherwise it could take a few weeks to bring in new people. FWhich is why I was planning to borrow Mogro and a few other concepts anyways. If people got their characters finished, they could jump right in. If not, I would keep them as NPC's. Waste not want not.</p><p></p><p><strong>Everyone</strong>. As always, feel free to post up thoughts, suggestions, alterations or additions. When we have settled on what we like, I'll try and get it all incorporated into one post at the beginning of the thread.</p><p></p><p><strong>covaithe</strong>. Hopefully this should help somewhat with your favoured enemy choice. But my advice is pick something you think is cool - odds are you will encounter them. </p><p></p><p>--- MORE SETTING INFORMATION ---</p><p></p><p>-- The Region and its Dangers --</p><p></p><p>There are many dangers in the temperate forests, lowlands, hills and mountains around Horak-krel. Wild animals are perhaps the most common. Dire animals occasionally are encountered. But while dangerous, these creature are not necessarily overtly hostile. That honour usually goes to humans. Bands of bandits sometimes make their home in the wild lands around settlements, raiding and looting both grell and human communities alike. And the men tasked with stopping them are often little better. Many of them see little difference between bandits and grell. Occasionally, savage tribesmen from over the mountains cross the passes to raid the kingdom. But this hasn't happened in almost a decade.</p><p></p><p>Then there are the magical and often monstrous beasts. Some of them keep to themselves, others are as likely to help as to harm. But others still are vicious and dangerous predators attacking and killing anything they see as weaker than themselves. Every old hunter has a tale, or two if they are lucky, of an encounter with such creatures.</p><p></p><p>Almost always dangerous are the goblins and giant races - trolls, ogres as well as giants. True, the latter are almost never seen. But they are there in the depths of the forests and reaches of the mountains. And they have little time or regard for the smaller races. Goblins on the other hand are far more numerous. And in numbers, they can be exceptionally dangerous. Especially when they have worgs with them. Goblins are aggressive, cruel and destructive. Mostly this energy is directed at other clans; the goblins are almost always feuding between themselves. But occasionally it can be directed outward at others in the form of raids on settlements, farms and travellers. The goblins rarely leave any bodies behind. No one really knows what happens to those capture as few have escaped to tell. But the rumours of what happens to those taken are usually terrible. They speak of live sacrifices, cannibalism, slavery and torture.</p><p></p><p>There is reputed to be a Whar stonghold in the Whelk mountains. But the Whar are notoriously secretive about the locations of their stong-holds. Few outsiders are ever invited to enter them, and those that are rarely speak of their location. Several days south and west of Horak-krel there is a Nikoba village. The Nikoba rarely travel to Horak, but occasionally they can be seen in town.</p><p></p><p>Finally the fey. Fickle, clever, and imperious, they fiercely protect those parts of the land they claim as their own. They tolerate few to enter. Those that stumble into the territory of a fey creature are usually evicted in short order. Often with little real understanding or memory of what happened.</p><p></p><p>-- Grell Society, The Elders --</p><p></p><p>Grell settlements are ruled by a loose group known as elders. Any grell with grandchildren is automatically considered an elder, and entitled to attend the council meetings. Indeed, they are somewhat expected to. From the elders a smaller council is chosen. These are the Honoured, grell of significant standing in their Krel. The decision making process in grell society is generally quite inclusive. Issues are raised in open meetings which any who are interested my attend. After hearing all sides, the elders retire to discuss the situation before themselves leaving the final decision to the Honoured. Although the Honoured have the final say, their decisions are expected to reflect the views of the community.</p><p></p><p>The shaman has a special place in the process. He, or she, is automatically considered and elder, and membership of the Honoured is almost universal. Students of the shaman are not included among the elders unless they meet the requirements.</p><p></p><p>-- Grell Society, Children --</p><p></p><p>Grells do not marry in the way humans do. Customarily, when grells mate, the female does not leave her hall to live with the male, nor vice versa. The mother stays with her clan, and the child stays with its mother. The father is expected to contribute to the upkeep and upbringing of the child however. And when the child reaches adolescence, it commonly will spend significant periods of time living at its father's Fall. </p><p></p><p>[[OK. This bit may conflict with a few of the backgrounds, especially where father's feature significantly. We can always ditch it, or perhaps have the child raised in the father's fall once it is weaned.]]</p><p></p><p>doghead</p><p>aka thotd</p></blockquote><p></p>
[QUOTE="doghead, post: 3616152, member: 8243"] [B]Defcon[/B]: I'll have a look over the character sheet off line. Being delayed a week won't be a problem, if you don't mind me slotting Mogro into the ic thread. Otherwise it could take a few weeks to bring in new people. FWhich is why I was planning to borrow Mogro and a few other concepts anyways. If people got their characters finished, they could jump right in. If not, I would keep them as NPC's. Waste not want not. [B]Everyone[/B]. As always, feel free to post up thoughts, suggestions, alterations or additions. When we have settled on what we like, I'll try and get it all incorporated into one post at the beginning of the thread. [B]covaithe[/B]. Hopefully this should help somewhat with your favoured enemy choice. But my advice is pick something you think is cool - odds are you will encounter them. --- MORE SETTING INFORMATION --- -- The Region and its Dangers -- There are many dangers in the temperate forests, lowlands, hills and mountains around Horak-krel. Wild animals are perhaps the most common. Dire animals occasionally are encountered. But while dangerous, these creature are not necessarily overtly hostile. That honour usually goes to humans. Bands of bandits sometimes make their home in the wild lands around settlements, raiding and looting both grell and human communities alike. And the men tasked with stopping them are often little better. Many of them see little difference between bandits and grell. Occasionally, savage tribesmen from over the mountains cross the passes to raid the kingdom. But this hasn't happened in almost a decade. Then there are the magical and often monstrous beasts. Some of them keep to themselves, others are as likely to help as to harm. But others still are vicious and dangerous predators attacking and killing anything they see as weaker than themselves. Every old hunter has a tale, or two if they are lucky, of an encounter with such creatures. Almost always dangerous are the goblins and giant races - trolls, ogres as well as giants. True, the latter are almost never seen. But they are there in the depths of the forests and reaches of the mountains. And they have little time or regard for the smaller races. Goblins on the other hand are far more numerous. And in numbers, they can be exceptionally dangerous. Especially when they have worgs with them. Goblins are aggressive, cruel and destructive. Mostly this energy is directed at other clans; the goblins are almost always feuding between themselves. But occasionally it can be directed outward at others in the form of raids on settlements, farms and travellers. The goblins rarely leave any bodies behind. No one really knows what happens to those capture as few have escaped to tell. But the rumours of what happens to those taken are usually terrible. They speak of live sacrifices, cannibalism, slavery and torture. There is reputed to be a Whar stonghold in the Whelk mountains. But the Whar are notoriously secretive about the locations of their stong-holds. Few outsiders are ever invited to enter them, and those that are rarely speak of their location. Several days south and west of Horak-krel there is a Nikoba village. The Nikoba rarely travel to Horak, but occasionally they can be seen in town. Finally the fey. Fickle, clever, and imperious, they fiercely protect those parts of the land they claim as their own. They tolerate few to enter. Those that stumble into the territory of a fey creature are usually evicted in short order. Often with little real understanding or memory of what happened. -- Grell Society, The Elders -- Grell settlements are ruled by a loose group known as elders. Any grell with grandchildren is automatically considered an elder, and entitled to attend the council meetings. Indeed, they are somewhat expected to. From the elders a smaller council is chosen. These are the Honoured, grell of significant standing in their Krel. The decision making process in grell society is generally quite inclusive. Issues are raised in open meetings which any who are interested my attend. After hearing all sides, the elders retire to discuss the situation before themselves leaving the final decision to the Honoured. Although the Honoured have the final say, their decisions are expected to reflect the views of the community. The shaman has a special place in the process. He, or she, is automatically considered and elder, and membership of the Honoured is almost universal. Students of the shaman are not included among the elders unless they meet the requirements. -- Grell Society, Children -- Grells do not marry in the way humans do. Customarily, when grells mate, the female does not leave her hall to live with the male, nor vice versa. The mother stays with her clan, and the child stays with its mother. The father is expected to contribute to the upkeep and upbringing of the child however. And when the child reaches adolescence, it commonly will spend significant periods of time living at its father's Fall. [[OK. This bit may conflict with a few of the backgrounds, especially where father's feature significantly. We can always ditch it, or perhaps have the child raised in the father's fall once it is weaned.]] doghead aka thotd [/QUOTE]
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