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.
 +
 
 +
===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==
 
==Personalities of Farshore==
 
+
Including Fort Alkor.
  
 
*[[Amella Venkalie (NPC)|Amella Venkalie]] - Ship's officer.
 
*[[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]]
 
* [[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.
 
*[[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
 
* [[Dranys Sellis (Savage Tide) | Dranys Sellis]] - Smith in Farshore
 
* [[Greffold Fiddlebitter (Savage Tide) | Greffold “Redfoot” Fiddlebitter]] - Potter in Farshore
 
* [[Greffold Fiddlebitter (Savage Tide) | Greffold “Redfoot” Fiddlebitter]] - Potter in Farshore
Line 30: Line 44:
 
*[[Teherik Arrelion (Savage Tide) | Teherik Arrelion]] - Tanner in Farshore.
 
*[[Teherik Arrelion (Savage Tide) | Teherik Arrelion]] - Tanner in Farshore.
 
* [[Telda Syren (Savage Tide) | Telda Syren]] - Apotechary 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.
 
*[[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  
 
*Captain [[Ulvar Kabbanja (Savage Tide) | Ulvar Kabbanja]] - Militia Captain, council member  
 
*[[Urol Forol (NPC)|Urol Forol]] - Gnome scholar.
 
*[[Urol Forol (NPC)|Urol Forol]] - Gnome scholar.
Line 39: Line 55:
 
Roughly in order of inconvenience or distance.
 
Roughly in order of inconvenience or distance.
  
* Thief in the Warehouses 
+
* Kawibusa, the lost tribe of Temute
* Lord Mayor election 
+
* Wild folk of Temute (Depths of Rage map, D 83)
* Kawibusa, the lost tribe of Termute (Depths of Rage map, D 83)
+
* Labor problems in Fort Alkor
 
* Alliance with the Olman   
 
* Alliance with the Olman   
* Trip to the Tar Pits
 
* Finding the Phanatons
 
* Weapons of the Rakasta
 
* Reclaiming the Sea Wyvern
 
 
* Investigating Rat's End
 
* Investigating Rat's End
* Fireshriek Isle: The volcano has been acting strangely lately. (D 103)
+
* The Throne of Huhueteotl hods some strange ruins. (D 103)
 
* The Zombie Master in the Fangs of Zothilla
 
* The Zombie Master in the Fangs of Zothilla
 
* Emrag the Dragon Turtle lairs in a bay on the north side
 
* 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)
 
* 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.
 
* 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 [http://en.wikipedia.org/wiki/Fireship fireship] or  as a [http://en.wikipedia.org/wiki/Hellburners 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==
 +
{| 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
 +
|}
 +
 +
 +
==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

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