The Antigrol Tide (OOC)


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mps42, you copy pasted my character and edit it I understand.
you forgot to delete the row :
Code:
Denther Mosie
Male Human Ranger 1 / Expert 1
Lawful Neutral
[COLOR=Red]Representing Roy - Strahd Von Zarovich[/COLOR]

Unless you want me to play your character either :)
 


I finally found my notes, so, as promised, a geography lesson:

The World
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The known world consists of two large continents in the northern hemisphere. The continent of the humans, called Maineland or Green Land by some, is shaped roughly like real-world Greenland, but it is closer to the size of Africa. Its topography is that of a giant island, although no one really sees it that way. Near the center of the continent are huge mountains, slowly giving way on all sides to rolling hills and then to valleys, plains, and ocean. Extending off the southern tip of the continent are a series of islands marching toward the equator, but they quickly fall off into the sea.

Across the eastern ocean is the continent of Cellador, home to the elves, dwarves, and gnomes. It is much larger than Maineland (about two to three times the size). It is much wider east to west than north to south. The western third is populated by elves. There is a large bay extending along the southern portion of this area, with a large island in the center called Cecil. The coastal areas are very fertile, especially the southern coast along the bay. The mid-northwestern portion, called Mudab, is a large area of swampy, marsh land. The central area is very forest, leading up to mountains in the east. These high mountains are home to the dwarves. The stretch from north to south, dividing the continent in two. The mountains end in the south in a portion of land jutting out into the ocean that is home to the gnomes. Everything east of the mountiains is relatively unexplored. It is mostly vast steppes and river valleys.

The ocean between western Maineland and eastern Cellador has never been successfully navigated.
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And that's it for your quick geography lesson. Now that I have rediscovered my notes, expect much more on the peoples of the land and their attitudes and customs. Keep watching this space!


The Elven Continent
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Cellador is the name given to the land occupied by the elves. To the west is an ocean that separates them from the humans of Maineland. To the east is Montoc Forg, the vast mountain home of the dwarves. The Montoc Forg extends from the ice cap in the north to the Bay of Cecil in the south. Across the mountains to the south east is the land of the gnomes, while far across the mountains are the Untamed Lands.

The Elves are divided into several nations. Stretching along the western and southern coasts is a loose nation calling themselves, collectively, the Lenai. Lenaite politics are organized along family lines. There are two great families of roughly equal power and many smaller ones. The two largest families are the Bajorahb in the west and the Agunai in the south. The Bajorahb pursue the study of knowledge while the Agunai focus on their relationship with the land and sea. Together they support each other and lead the Lenai.

The lush green forests of Cellador are home to the Barrohl, a nation of “savage” wood elves. Along with the Ariab, their neighbors to the north, they guard the civilized nations of Cellador from incursion by the Daroc, dark mountain-dwelling elven nomads. Their economy is mainly one of hunter-gathering. They trade protection for metal weapons from the civilized nations.

The Ariab are more savage and primitive barbarian elves than the Barrohl, perhaps because of their proximity to and interaction with the primitive tribes of the far North. They are a warrior race, in constant battle with the Daroc or primitive tribes (although often engaging in simultaneous trade with other primitive tribes). They are supported extensively by the Bajorahb who see them as a shield.

The Daroc are mountainous, nomadic, Dark Elves—no one likes the Daroc, and they know it. They love their mountains, but life there is hard. They are constantly moving up and down the mountain ranges, raiding the Barrohl and the Ariab on the west and the dwarves on the east. The never stay in one place or raid one people for too long because they know they would then be destroyed.

North of the Bajorahb Lenai but south of the primitive tribes is a section of independent land. The elves who live here are mainly subsistence farmers and their families who want only to be left alone. The Bajorahb ignore them, the primitive tribes trade with (and sometimes raid) them, and the Ariab to the east could care less.

On the west coast, surrounded by the lands of the Lenai, is the Mudab. The Mudab is a swampy, marshy, trackless land between the Bajorahb and the Agunai. It is populated mainly by criminals, escaped slaves, and other outcasts (like orphaned half-elves). These people live in very primitive circumstances. It is a lawless country, but it would be more trouble than it would be worth for the Lenai to subdue Mudab. Although usually quiet, since many believe Mudab to be a haven to the recent rash of bandits and pirates.

In the Bay of Cecil off the southern coast of Lenai is the Isle of Cecil. The oldest and smallest of the elven nations, Cecil once ruled everything south of Ariab. Over two milennia, the nation slowly collapsed in on itself until all that remains today is the capital city, sequestered on the Isle of Cecil, central in the Bay of Cecil. The city covers the entire island and is surrounded by high fortress walls. It is ruled over by a patriarchal council of aging lords who wield immense power.

They have only a local trade economy. They receive the majority of their foodstuffs and new merchandise from the Agunai family as part of a “Tide Tax.” The Council at Cecil has control of a powerful magic device which can control the local tides and ocean currents. The effect is limited to the bay surrounding the island, but that includes the entire Agunai coast, and the effect is quite powerful.

In a punitive campaign, an ancient leader of the Agunaites led an armada of ships against the island of Cecil. The tide was against them the entire way so that by the time they reached the island, the elves were exhausted. With sudden swiftness, the tide reversed and a powerful current came up. The ships were slammed into the high fortress walls surrounding the island and dashed against the rocks. The armada was utterly destroyed. The leader drowned along with the majority of his warriors.

Another ruler decided to simply starve the Cecilites by refusing to deliver food to the island. He was found the following day in his bed, dead. No cause of death was ever determined. Since then, no one has ever sought to defy the Cecilites.

The Council at Cecil allows no non-native born Cecilites to step foot on the island. The Agunaites deliver their tribute in ports surrounded by high fortress walls. Maybe they just like their privacy, but some wonder what the Cecilites are hiding. Conspiracy theories abound. One popular theory places the Council at Cecil at the head of a secret organization with ties around the world, on every continent, and among every race.
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Other races of Cellador:
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Gnome Land

The land of the gnomes is located on a peninsula extending from the southern tip of the mountain range bordering the elven lands on the east (the same mountains that are home to the Daroc night elves in the north).

The gnomes are scholars, scientists, magicists, and engineers. Accordingly, the Kingdom of the Gnomes is divided up into city-states devoted to these various disciplines. Each city-state generates wealth by brokering information and services between themselves, to the elves and dwarves, and, most recently, to the humans.

The dwarven home is located in the Daroc mountains as well. They call their home Montoc Forg. The dwarves have a vast communal cavern culture based around a fraternity of patriarchal leaders. Deep in their mountains they mine, manufacture, and forge, delivering finished goods to the gnomes, who then sell them at a profit to the rest of the world. The dwarves have a very close-knitt society, but they are very welcoming of outsiders, and adoption into a dwarven clan is not unheard of for those who exhibit qualities dwarves admire: strength, fortitude, honor, loyalty, and steadfastness.

Clan loyalties tend to be stronger than family loyalties, although both will come before the dwarven nation as a whole. In the end, however, it is always dwarves before outsiders (of course, an individual who has been adopted is considered a dwarf, regardless of what their birth race might be).

None know what lies east of the Daroc mountains. There is a vast marsh at the foot of the mountains. Beyond there are great plains that seem to stretch endlessly across the land. Although gnomish explorers claim to have encountered many strange beasts there, they say there are none with civilizations worth the name, and thus, economically, they are uninteresting the the gnomes. Still, their fanciful tales of flying beasts able to carry off grown men and creatures with the bodies of horses but the torso's of humanoids are enough to tempt the imagination of any adventurer.
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Next time: The Human Continent!


Here's a little preview of things to come:

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Sabra

Sabra is the collective name given to the nomadic tribes of northeast Maineland who follow herds of caribou, elk, or whales. Some tribes are sea faring while others are horse peoples. They are probably more sophisticated than they first appear to an outside observer.
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Ok: Updated backstory.
Braer was a minor noble of Agunai descent, he grew up in <relatively highly populated elven city>, After completing his training as a young noble, left home to work on a ship. On the ship he learned to fight with a sword And length of rope, using the rope to prevent his opponents from closing and the sword for when they did. During a voyage to pay the Tide Tax, they decided to deliver it straight to the island and see what was there in the process. Right before they got close enough to see anything, a great wave swept over the ship. The ship capsized and Braer was thrown off. He clung to a piece of the ship that had come off with him and eventually either got the ship back upright or drifted to shore. After he got back, his family exiled him to the Mudab for provoking the Council. He refused to go and instead(with his survivung crew if he righted the ship) hired/sailed a ship to nearby a human town. He cloaked his heritage by cutting down his ears with his sword and wearing a hooded cloak(maybe not sure yet) after spending a week in the town he moves on to wherever the adventure starts.
 

Magic,

Good but for a few items:

Ships that go to Cecil to pay the Tide Tax deliver their goods in harbors surrouded by high fortress walls. Now, perhaps either A) they attempted to deliver the Tax during an unscheduled time and the ship was destroyed on the way there, or B) someone on the ship attempted to hold something back, and so the ship was destroyed on the way back.

Now, the ship would have been rather large, and thus difficult to right (assuming it wasn't destroyed outright). Therefore, he clung to a piece of driftwood, perhaps made a makeshift raft.

Now, if you go with your original story, then he makes it back, is disgraced and banished to the Mudab, and therefore must either disguise himself and hire on or stow away on a ship headed to the human lands.

Alternatively, perhaps his makeshift raft got swept out to see where he spent many days and nights before being picked up by a human vessel.

While elves are generally mistrusted, humans and elves are still trading at this point, so it's nothing that you have to cut your ears over. However, if you'd prefer to blend in or make a break with your past, cutting your ears down is an interesting idea. If your goal is disguise, you might also consider pretending to be a young boy or a woman in order to account for your more delicate elven features.

All in all, this looks good, and I think we're ready to start. The others can catch up with us whenever. I'll have a roll call in a bit, and if everyone's still around, we'll start no later than Monday.

mps,

Since I haven't heard back from two our our pending players, consider yourself in. If they show up later, great. If not, it's no real skin off my back. We'll talk more as the game progresses about what, exactly, "low magic ranger" means. Since you don't get spells until level 4, it's not a pressing issue yet. For now, assume that you advance as the non-magical ranger variant in the Complete Warrior book. However, since I personally feel that class is underpowered, we'll be adding a few things to it.
 

ROLL CALL!

Please answer "Here" when I call your name:

Colmarr Blackrock
Magyar Rhineholdt
Grondar
Braerthalas Alathatka
N’un T’Chauck
Denther Mosie
 

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