Difference between revisions of "Farshore (Savage Tide)"

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A colony of Sasserine's on an islet south of the Isle of Dread, Farshore represents the most ambitious project to open up and explore the riches of the region. Information on Farshore can be found in Dungeon #143. This is a summary of important facts and tidbits, along with adventure hooks in the region.
 
A colony of Sasserine's on an islet south of the Isle of Dread, Farshore represents the most ambitious project to open up and explore the riches of the region. Information on Farshore can be found in Dungeon #143. This is a summary of important facts and tidbits, along with adventure hooks in the region.
  
'''Farshore (Hamlet)''': Conventional; AL NG; Population 240; 800 gp limit; Assets 9,600 gp; Isolated (220 humans, 7 half-elves, 6 halflings, 4 dwarves, 3 gnomes).
+
==Settlements==
 +
With the arrival of the refugees from the Great Kingdom, Farshore split into two settlements.
  
==Personalities of Farshore==
+
===Farshore===
Unless otherwise noted, these people are described in Dungeon #143.
+
'''Farshore (Hamlet)''': Conventional; AL NG; Population 264; 4200 gp limit; Assets 55.440 gp; Isolated (231 humans, 8 half-elves, 11 halflings, 7 dwarves, 7 gnomes).
  
===Lavinia Vanderboren===
+
===Fort Alkor===
Dawn Council, Seekers
+
'''Fort Alkor (Thorp)''': Conventional; AL LN; Population 105; 400 gp limit; Assets 2100 gp; Isolated (70 humans).
  
Council member, nominee for Lord Mayor
+
The refugees from the Great Kingdom, pure Aerdi and culturally distinct from the Sasseriners formed their own settlement in the interior of the isle. They have begun to build a plantation, and use captured pirates as a work force. Financially dependent on Farshore, Prince Henry is trying to keep his people apart and to prevent them from simply being assimilated into Farshore.
  
NG female human aristocrat 2/swashbuckler 6
+
The population is distinctly separated into two groups; Prince Henri's and followers (39 people) and captured pirates (indentured servants, mostly of Suel stock) 56 people.
  
===Manthalay Meravanchi===
+
Fort Alkor is trying to start a breeding program for terror birds as mounts.
Dawn council, Zelkarune's Horns
 
  
Council member, nominee for Lord Mayor
+
==Personalities of Farshore==
 
+
Including Fort Alkor.
LN male human aristocrat 3/fighter 5
 
 
 
===Professor Aldwattle===
 
Witchwardens
 
 
 
Council member
 
 
 
CG male human wizard 5/expert 2
 
 
 
===Vesserin Catherly===
 
Church of Whirling Fury
 
 
 
Chaplain and council member
 
  
NG male half-elf cleric 6 (Ehlonna)
+
*[[Amella Venkalie (NPC)|Amella Venkalie]] - Ship's officer.
 +
* [[Anna Samos (Savage Tide) | Anna Samos]] - Lieutenant to * Prince [[Henri d'Aventhal (Savage Tide) |Prince Henri d'Aventhal]]
 +
*[[Avner Meravanchi (NPC)|Avner Meravanchi]] - Dashing gentleman.
 +
* [[Allanal Kio (Savage Tide) | Allanal Kio]] - Half-elven lookout on the Sea Wyvern.
 +
* [[Dranys Sellis (Savage Tide) | Dranys Sellis]] - Smith in Farshore
 +
* [[Greffold Fiddlebitter (Savage Tide) | Greffold “Redfoot” Fiddlebitter]] - Potter in Farshore
 +
*Prince [[Henri d'Aventhal (Savage Tide) | Prince Henri d'Aventhal]] - Noble in exile
 +
*Professor [[Hevrik Aldwattle (Savage Tide) | Hevrik Aldwattle]] - Council member
 +
*[[Hilda Swenten (Savage Tide)|Hilda Swenten]] - Farmer from Farshore
 +
* [[Jeran Emrikad (Savage Tide) | Jeran Emrikad]] - Archivist in Farshore
 +
*[[Kaskus Kiel (NPC)|Kaskus Kiel]] - Jade Raven, Human Druid. Tacturn, homesick.
 +
*[[Lavina Vanderboren (NPC)|Lavina Vanderboren]] - Team matron.
 +
*[[Liamae Teslikaria (NPC)|Liamae Teslikaria]] - Jade Raven, Sorceress.
 +
*[[Losabeth (NPC)|Losabeth]] - Thug in Sasserine.
 +
* [[Maflus Fairwind (Savage Tide) | Maflus Fairwind]] - Innkeeper
 +
* [[Manthalay Meravanchi (Savage Tide) | Manthalay Meravanchi]] - Council member, nominee for Lord Mayor
 +
*Father [[Noltus Innersol (Savage Tide) | Noltus Innersol]] - Missionary, council member
 +
*[[Rodara Adoss (NPC) | Rodara Adoss]] - sailor with tattooing skill.
 +
* [[Ruby the Weaver (Savage Tide) | Ruby the Weaver]] - Weaver in Farshore
 +
*Captain [[Sarim Pepper (NPC)|Sarim Pepper]] - Sea captain.
 +
*[[Soller Vark (NPC)|Soller Vark]] - Smuggling thug.
 +
*[[Tavey Nesk (NPC)|Tavey Nesk]] - Cabin boy.
 +
*[[Teherik Arrelion (Savage Tide) | Teherik Arrelion]] - Tanner in Farshore.
 +
* [[Telda Syren (Savage Tide) | Telda Syren]] - Apotechary in Farshore
 +
* [[Savage Tide NPCs#Thorgiff|Thorgiff]] - Crimson Fleer defector, thiefling
 +
*[[Tolin Kientai (NPC)|Tolin Kientai]] - Leader of the Jade Ravens, half elf ranger, brash and handsome.
 +
* [[Vinkain Kabanja (SavageTide) | Vinkain Kabanja]] - Carpenter on the [[Sea Wyvern]]
 +
*Captain [[Ulvar Kabbanja (Savage Tide) | Ulvar Kabbanja]] - Militia Captain, council member
 +
*[[Urol Forol (NPC)|Urol Forol]] - Gnome scholar.
 +
*Chaplain [[Vesserin Catherly (Savage Tide) | Vesserin Catherly]] - Farshore council member
 +
*[[Zan Odalvin (NPC)|Zan Odalvin]] - Jade Raven, Dwarf Rogue. Fascinated by blades.
  
===Noltus Innersol===
+
==Adventure Hooks==
Sun Lodge
+
Roughly in order of inconvenience or distance.
  
Missionary, council member
+
* Kawibusa, the lost tribe of Temute
 +
* Wild folk of Temute (Depths of Rage map, D 83)
 +
* Labor problems in Fort Alkor
 +
* Alliance with the Olman 
 +
* Investigating Rat's End
 +
* The Throne of Huhueteotl hods some strange ruins. (D 103)
 +
* The Zombie Master in the Fangs of Zothilla
 +
* Emrag the Dragon Turtle lairs in a bay on the north side
 +
* Mantru: legends speak of a lost Olman village in the caldera of the central volcano (D 145)
 +
* The Lost Citadel: High in the peaks above the western shore lies this shining citadel, where it is said old Olman lords sleep, awaiting a new golden age.
  
NG male human cleric 8 (Pelor)
+
* Improve the smithy
 +
* Hallow the cemetery
 +
* Organize the miners (diamonds)
 +
* Help the skinner find exotic skins
 +
* Pottery
 +
* Inventory of the infirmary
  
===Telda Syren===
+
==Ideas for defences==
Council member
 
  
CG female half-elf expert 4
+
* Chain across harbour. Wall of Force?
 +
* Stoneshape-cannons.
 +
* Keep/barracs in harbour.
 +
* Fireproofing roofs and houses.
 +
* Additional watchtowers to waterfront.
 +
* Stone Wall (spell) or palisade wall along harbour.
 +
* Additional palisade walls for battlefield control.
 +
* Ditch to be filled with oil to be lit.
 +
* Force Wall in waterline to stop ships.
 +
* Safe hide out for old and children or easily damaged goods.
 +
* Evacuation routes.
 +
* Cannon from Sea Wyvern.
 +
* Using Hellfish as a [http://en.wikipedia.org/wiki/Fireship fireship] or  as a [http://en.wikipedia.org/wiki/Hellburners hellburner].
  
===Ulvar Kabbanja===
+
Questions:
Zelkarune's Horns
 
  
Militia Captain, council member
+
* What to do with our ships?
 +
* Can we learn more of the attacking force? What does lefty know? Use of scry?
  
LG male human fighter 4
+
==Activities preparing for Pirate Invasion==
 +
{| class="wikitable"
 +
||'''Week'''|||'''Lady Red'''|||'''Cinnamon'''|||'''Jennikki''' |||'''Aiken'''|||'''Peter Blood'''
 +
|-
 +
|align=right| 1 ||| Magic Items ||| Magic Items ||| Magic Items ||| Magic Items ||| Train the militia
 +
|-
 +
|align=right| 2 ||| Trip to Tar pits<br>Finding Phanatons<br>Weapons of the Rakasta ||| Trip to Tar pits<br>Finding Phanatons<br>Weapons of the Rakasta ||| Trip to Tar pits<br>Finding Phanatons<br>Weapons of the Rakasta ||| Trip to Tar pits<br>Finding Phanatons<br>Weapons of the Rakasta ||| Train the militia
 +
|-
 +
|align=right| 3 ||| Build "keep"<br>Northern waterfront palisade<br>Southern waterfront palisade ||| Charming the Olmans ||| Explore Temute<br>Collecting boulders ||| Work the election ||| Train the old kingdom troops
 +
|-
 +
|align=right| 4 ||| Improve rest of palisade<br>Build safe warehouse<br>Build cannon fort - Failed? ||| Campaigning<br>Raising stone circle |||  Campaigning |||  Campaigning ||| Build waterfront lookout
 +
|-
 +
|align=right| 5 ||| Reclaiming the Sea Wyvern ||| Reclaiming the Sea Wyvern ||| Reclaiming the Sea Wyvern ||| Reclaiming the Sea Wyvern ||| Reclaiming the Sea Wyvern
 +
|}
  
===Maflus Fairwind===
 
Azure Cathedral
 
  
Innkeeper
+
==Activities one-year intermission==
  
N male human bard 3
+
* Sasserine:
 +
** Cinnamon: Entertain Familiar's Club
 +
** Jenniki: Talk with Church of Whirling Fury
 +
** Report to Sun Lodge
 +
*** Martyrdom of Innersol. Return holy symbol, equipment
 +
*** Gift of Sunsword
 +
** Cinnamon: collect parts for house
 +
** Cinnamon: Exalted Arcanist
 +
** Blood: Repair folding  boat (3000gp)
 +
* Great kingdom. Research people, connections.
 +
* Establish Olman fashion in Sasserine/Greyhawk
 +
** Show works for fashion/pattern designers. sponsor pattern books
 +
** make a splash in Greyhawk.
 +
*** Show up as cool, exotic adventurers
 +
*** Ride summoned T Rex
 +
* Integration Olman/Farshore. Sponsor inter-marriage.
 +
* Farshore Constructions:
 +
** Jennikki: Light tree
 +
** Cinnamon: Familiar's club tower
 +
* Continue Innersol's project
 +
* Visit:
 +
** Mongrel Folk
 +
** Phanatons
 +
* Shifting gods for Olman:
 +
** Tonatu -> Pelor.
 +
** Quetzalcoatl -> Cuthbert.
 +
* Spell research:
 +
** Cinnamon: Aerie Alter

Latest revision as of 23:25, 24 February 2008

Savage TideSavage Tide banner

A colony of Sasserine's on an islet south of the Isle of Dread, Farshore represents the most ambitious project to open up and explore the riches of the region. Information on Farshore can be found in Dungeon #143. This is a summary of important facts and tidbits, along with adventure hooks in the region.

Settlements

With the arrival of the refugees from the Great Kingdom, Farshore split into two settlements.

Farshore

Farshore (Hamlet): Conventional; AL NG; Population 264; 4200 gp limit; Assets 55.440 gp; Isolated (231 humans, 8 half-elves, 11 halflings, 7 dwarves, 7 gnomes).

Fort Alkor

Fort Alkor (Thorp): Conventional; AL LN; Population 105; 400 gp limit; Assets 2100 gp; Isolated (70 humans).

The refugees from the Great Kingdom, pure Aerdi and culturally distinct from the Sasseriners formed their own settlement in the interior of the isle. They have begun to build a plantation, and use captured pirates as a work force. Financially dependent on Farshore, Prince Henry is trying to keep his people apart and to prevent them from simply being assimilated into Farshore.

The population is distinctly separated into two groups; Prince Henri's and followers (39 people) and captured pirates (indentured servants, mostly of Suel stock) 56 people.

Fort Alkor is trying to start a breeding program for terror birds as mounts.

Personalities of Farshore

Including Fort Alkor.

Adventure Hooks

Roughly in order of inconvenience or distance.

  • Kawibusa, the lost tribe of Temute
  • Wild folk of Temute (Depths of Rage map, D 83)
  • Labor problems in Fort Alkor
  • Alliance with the Olman
  • Investigating Rat's End
  • The Throne of Huhueteotl hods some strange ruins. (D 103)
  • The Zombie Master in the Fangs of Zothilla
  • Emrag the Dragon Turtle lairs in a bay on the north side
  • Mantru: legends speak of a lost Olman village in the caldera of the central volcano (D 145)
  • The Lost Citadel: High in the peaks above the western shore lies this shining citadel, where it is said old Olman lords sleep, awaiting a new golden age.
  • Improve the smithy
  • Hallow the cemetery
  • Organize the miners (diamonds)
  • Help the skinner find exotic skins
  • Pottery
  • Inventory of the infirmary

Ideas for defences

  • Chain across harbour. Wall of Force?
  • Stoneshape-cannons.
  • Keep/barracs in harbour.
  • Fireproofing roofs and houses.
  • Additional watchtowers to waterfront.
  • Stone Wall (spell) or palisade wall along harbour.
  • Additional palisade walls for battlefield control.
  • Ditch to be filled with oil to be lit.
  • Force Wall in waterline to stop ships.
  • Safe hide out for old and children or easily damaged goods.
  • Evacuation routes.
  • Cannon from Sea Wyvern.
  • Using Hellfish as a fireship or as a hellburner.

Questions:

  • What to do with our ships?
  • Can we learn more of the attacking force? What does lefty know? Use of scry?

Activities preparing for Pirate Invasion

Week Lady Red Cinnamon Jennikki Aiken Peter Blood
1 Magic Items Magic Items Magic Items Magic Items Train the militia
2 Trip to Tar pits
Finding Phanatons
Weapons of the Rakasta
Trip to Tar pits
Finding Phanatons
Weapons of the Rakasta
Trip to Tar pits
Finding Phanatons
Weapons of the Rakasta
Trip to Tar pits
Finding Phanatons
Weapons of the Rakasta
Train the militia
3 Build "keep"
Northern waterfront palisade
Southern waterfront palisade
Charming the Olmans Explore Temute
Collecting boulders
Work the election Train the old kingdom troops
4 Improve rest of palisade
Build safe warehouse
Build cannon fort - Failed?
Campaigning
Raising stone circle
Campaigning Campaigning Build waterfront lookout
5 Reclaiming the Sea Wyvern Reclaiming the Sea Wyvern Reclaiming the Sea Wyvern Reclaiming the Sea Wyvern Reclaiming the Sea Wyvern


Activities one-year intermission

  • Sasserine:
    • Cinnamon: Entertain Familiar's Club
    • Jenniki: Talk with Church of Whirling Fury
    • Report to Sun Lodge
      • Martyrdom of Innersol. Return holy symbol, equipment
      • Gift of Sunsword
    • Cinnamon: collect parts for house
    • Cinnamon: Exalted Arcanist
    • Blood: Repair folding boat (3000gp)
  • Great kingdom. Research people, connections.
  • Establish Olman fashion in Sasserine/Greyhawk
    • Show works for fashion/pattern designers. sponsor pattern books
    • make a splash in Greyhawk.
      • Show up as cool, exotic adventurers
      • Ride summoned T Rex
  • Integration Olman/Farshore. Sponsor inter-marriage.
  • Farshore Constructions:
    • Jennikki: Light tree
    • Cinnamon: Familiar's club tower
  • Continue Innersol's project
  • Visit:
    • Mongrel Folk
    • Phanatons
  • Shifting gods for Olman:
    • Tonatu -> Pelor.
    • Quetzalcoatl -> Cuthbert.
  • Spell research:
    • Cinnamon: Aerie Alter