TBF, Mags, you have been doing a lot of the heavylifting for the quest, so this will be in good hands.
To be clear to everyone, this is just me burning out on imagination of the quest, since my muse has been hitting me over the head a lot with so many different ideas that I just can't find myself too interested in this.
I'll still hang out here, though, since this still does have a sepcial place in my heart.
I'd like to thank you all for making this a wonderful experience while it lasted.
I'd also like to thank @Magoose, @Fluffy_serpent, and @Martin Noctis for doing so much to help prepare and write this quest. I couldn't have done it without you all.
Eh, it's fine. iwas nearly laughing at myself when i typed it, but weirder things have happened in this quest.
Kathleen Kennedy actually being likeable being one of them.
Still, we could at least try to lobby against Disney's own attempts at extending the Copyright and Trademark law, hopefully we can make it so that it does not extend till the 2000s.
Set up: Set in an Alternate DieselPunk History of Europe or Europa. Follow the Story of Anna a Polanian Resistance Fighter and her Bear Wojtek as her homeland of Polania is under Occupation by the Imperialist Saxonian Empire and the Revanshonist Tsardom of Rusviet.
Anna Kos is a young girl who lives with her father Piotr in Polania, which has become occupied by the Rusviet army after a truce was signed with Saxony to end a massive war in which Anna's brother Janek was killed. One day, Rusviet troops raid Anna's village looking for a scientist, which turns out to be Piotr, who possesses a prosthetic arm capable of disabling military mechs. Piotr is captured by Colonel Lev Zubov, who intends to force him to access Nikola Tesla's factory. Anna recruits fighters from the Polanian Resistance to rescue her father. They are joined by Anna's uncle Lech, the leader of the Resistance, but they are too late to save Piotr, who is mortally wounded from Colonel Zubov stealing his arm. Piotr tells Anna to warn his colleague Heinrich Steinmetz in the city of Kolno before passing away.
Wanting to avenge her father, Anna joins Lech and the Resistance as they spearhead a relief train into Kolno. Upon reaching the city, Anna is shocked to discover that the Resistance not only shipped in much needed food supplies, but also weapons to arm the local populace with. Anna protests this move, and Lech reveals that he plans to arm the civilians and convince them to rise up, which will provoke Rusviet to purge the entire city, thus breaking their truce with Saxony and reigniting Polania's hatred of them. Anna balks at Lech's plan and knocks him out. She then meets Heinrich, who devises a plan to save the citizens of Kolno. As Heinrich evacuates civilians in an airship, Anna, Lech, and the Resistance stay behind to cover his escape. However, Colonel Zubov manages to capture Anna and Lech.
Zubov reveals that he manipulated the Resistance into attacking Kolno and breaking the truce, as he is part of a faction called Fenris, which seeks to restart the war. He executes Lech, but as he is about to execute Anna, the Polanian Army led by Commander Michał Sikorski attacks, forcing Colonel Zubov to retreat. While Colonel Zubov is able to escape, Anna is able to corner one of his lieutenants, who to her shock turns out to be Janek.
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Table Top Role Playing Game Pitch: The Sundered Isles
While the Warhammer games have been a delight for me, I have to admit that watching someone play them has never been something I did previously. In fact, what got me into TTRPG was mostly watching a video channel in YouTube where I saw some friends together playing together and having a blast. The campaign and interactions between the make-believe characters were also hilarious, amazing, and managed to keep me focused during a time where I really needed some distraction.
I'm talking, of course, of TFS at the Table, with some of the best characters, the most imaginative adventures, and some of the most amazing encounters I've ever seen. To this day, I have yet to find any other channel or any other game that can try to equal them (though War Hogs at Bruva Alfabusa's channel came the closest). I was quite sad when the series ended after six episodes and there was no more adventure in the land of Kelpie, or any more investigation of the world itself. But then again, they managed to catch lightning in a bottle, so perhaps it's for the best that they left it as the pinnacle of storytelling that it became.
Still, I feel that the setting should be something that should be shared with the public, to show something new that can be later worked on by more writers and creators in the future, especially now that we have Ed Greenwood as a consultant, along with mike Pondsmith himself to give some well needed comedy to a fantastical setting. Both of them working together can make wonders.
Thus, I give you:
Table Top Role Playing Game Pitch: The Sundered Isles
GENRE: Action/Adventure/Fantasy
SUBGENRE: Comedy/Steampunk
FORMAT: Table Top Role Playing Game
Set Up: Named after the goddess of the ocean, the world of Kelpie is largely covered in water with several continents spread across its surface. To the northwest is Brinegrast. Directly south of this, in the southwest is Dionsign. To the east of both of these continents across the Bright Sea is La Circunus (where the main setting will take place). North of this continent lie Ghast Isle and Dragon. To the south of La Circunus are Tillak and the Madlands, while in the southeast is Shadering. Finally, north of Shadering and across the Oron Gape lies Eskaran. Although the exact shape and size of Kelpie is unknown, it boasts a lengthy year equivalent to 32 Earth months with seasons lasting 8 months each. At the current level of known technology, it would take at least 300 years to circumnavigate the planet. Kelpie is known to have three moons, but only the nearest of the three is visible most of the time. The closest moon has a lunar cycle lasting two weeks, changing from full to new in only one.
Designers: Mike Pondsmith & Ed Greenwood Publisher: R. Talsorian Games
Grammy: She is a creepy, ancient-looking chef and server of the Voltun. She can take a shine to the player characters, often giving them food and challenging them to discover her secret ingredients. She may in fact be a Sea Hag. Nobody knows for sure. She apparently has functioning gills in her neck, though.
Skrung: A perpetually angry goblin first encountered by the player characters aboard the Voltun. He butts heads often with the player characters, and seems to be hiding some sort of secret. He has a tendency to disappear from situations without a trace. He is in a quest to find the Redcap who stole his portal ring, since without it he can't go back to the Goblin Kingdom.
Risf: He is a medicine and faith selling kobold who is devout to every Elder God. Risf has been shown to be a bit of a timid individual. He always tries to find the best possible solution to a conflict where he can anger the fewest people possible, if anyone. Despite this, he insists on following the teachings of every god rather than one, as he wishes to learn from all of them. He's also a very friendly person.
Pliskin Hark: He is a pirate that worked rigging in his past ship. He was the lone survivor of a ship crash but knows nothing about what caused it or why he doesn't remember. Little is known about Pliskin's personality. From what can be gathered, he is laid back and willing to let the flow of events and conversations go on around him.
"Redd": Her real name is unknown. All that is known is that she is a spy by trade. On her previous job she was hired to gather information on a court of vampires who were trying to take over the political side of the region they resided. She was discovered and went into hiding. Despite her serious tone, Redd can be rather sarcastic, down to earth, and playful.
Onslow Green: He is a lizardfolk merc hunter always looking for top pay for a good hunt. Onslow insists that people call him by his full name. He speaks in a slow, drawling voice, referring to most people as "Son" when he speaks to them. He enjoys smoking cigars and playing the banjo. He is never without his trusty blunderbuss, and is a consummate hunter who is always on the lookout for a new or challenging quarry.
Nedra: She is an abnormally large Tiefling girl who joined the Fine Day Boardwalk Company to quell her itch to fight. Nedra's father is the Balor demon behind the Onrush. As a child, she was taken hostage by the Grand Design and moved around to keep her out of her father's hands. She was raised by the pirate lord Zazalamel, who taught her how to fight.
Zia'ka: She is a Yuan Ti priestess to the Vibrant Sun cult on a mission to purge her greedy desires and make sure proper tribute is given to the Collective One. She is generally calm and collected when talking to others and is knowledgeable on all things occult. However, Zia'ka is also prone to quirky moments, especially when she encounters something new.
"Honest" Gulfur Flaegurr: He is a dwarf con artist who tries to swindle at the Flappy Stingray for money and has maps to locations on the island. Gulfur is a carpenter by trade. He has taken an interest in Yeldin's mimic collection and acquired Sam the mimic bag. He hoped to one day find the mimic ship Yeldin used to get to Jahal Cove.
Glorriosa: She is a "Green One" who manipulates plant life and lives on the southern of the Jahal Islands. There, she protects the forests she lives in from invaders. She looks like an elf, but with green skin. She's adverse to the Navy and is attempting to track down Viktor due to all the damage to nature (and the magic around the island) that he is causing.
Yawrugrik: He is the leader of a gnoll tribe known as the Talon Striders, a tribe of gnolls on the South Island known for riding velociraptors. Yawrugrik commands respect whenever he enters the room. Unlike the other gnolls, he speaks almost perfect common, and is much more focused when holding a conversation. Yawrugrik lost his mate some time before the abyssal outbreak in Jahal Cove.
"Yt" The Fairy Dragon: A cat sized fairy dragon a very striking, psychedelic color scheme. He is a shapeshifter, though he prefers his current form, and because of his nature and powers he can face gods with little to no trouble. His body excretes psychedelic substances which may or may not give benefits to those who use them. Despite his size and seemingly tame behavior, he is very deadly, and no one knows what he may do next.
Veltara: A Ceratopsian-Saurian Librarian. She came from the Isle of Dragon fleeing the Onrush, but in the process lost her family and barely escaped the demons who attacked her vessel. She has to take up more rations than a normal person would due to her size, though she can rough it with ferns she finds while out and about.
Meecha Azmint: A Snow Leopard-Tabaxi Plague Doctor. She's been attempting to cure a nasty virus that's taken half the town. Due to her noble nature she tries to keep it together, but she clearly cannot stand leaving open wounds and scars untreated. Her skill in medicine and psychiatry comes from being able to read people's emotions and pain almost instinctively.
Devilgrin: A massive Drukhari samurai who works as a smith in the town of Gulliver. He can also serve as a guide through the underdark. He was enslaved, then rescued and trained by specialized fighters in the underdark, whom he chose as his family. His already reptilian features have been "complimented" with a mouth whose "cheeks" have been slashed open.
Sloban the Barghest: A Barghest that is part of a pack that hounds all blue kobolds. He's also exceptionally dim, and so craven he'd fight his own kind just for a pact with something. Sloban is unintelligent even by the low, low standards of demons and also by the standard of obviously dangerous and unhinged characters that inhabit this realm.
Viktor Ba-larsk: He is a former navy doctor who was experimenting on human subjects to find a way to reuse Abyssal energy, before he was found out by Ave Lo's brother. He killed him and escaped to Jahal cove where he continues his work. Viktor cares nothing for life, only to meet his expectations over the perfect creation he makes, willing to make deals with Eldritch Gods, which would have him sink Jahal Cove.
Him/The Wendigo: He is a demonic nature spirit. The wendigo is rather uncaring for the actions he's committing, and though he doesn't appear to have any evil intent, his morality is called into question. The wendigo seems to respect strength and survival instinct over all else, yet in spite of his neutral attitude on his own actions, he doesn't like any ill will spoke of him, as insults and the like make him angry.
Pabsvadri: He is a juvenile sea dragon who has aspirations of one day conquering the surface world. He has both abilities to control water and lightning as well, making him a very dangerous foe to face. He can also be avoided if he can be tricked, since he is still a teenager of course, though he tries to project a more mature image.
Alramad/The Molten Man: A cruel slaver djinn who takes a child hostage in Eburkal, demanding a 50,000-ruby sum for his return. It is later revealed that he used to be The Molten Man, a legendary figure in Eburkal's past. He could grant wishes before, however, his staff that provides much of his power was broken into three pieces, and now he can only grant superficial wishes, as well as simply horrifically maim people with his fire instead of just outright incinerating them.
The Wrath Witch: A Witch that respects nature and disliked how humans were treating the environment around them. She thus created a curse that acted as a disease/plague, giving the only cure to her familiar and releasing him into the wild so that no one would be able to find him. She still lives in her home, which is warded and deadly to all who enter.
Garlux of Ghast Isle: The Demon responsible for the Onrush and Nedra's father. The ultimate villain behind the Onrush and the Lamprey Dogma, being the one responsible for the demonic invasion of Kelpie behind the shadows. He is at least as tall as Nedra, and one of the most powerful beings in the world (as much as the Tarrasque).
Lord Resp of Ghast Isle: Garlux's servant and chief lieutenant. He may have a piece of Garlux inside him and may be Nedra's brother. He is the fist to Garlux's brain, leading form the front lines and serving as bait to anyone who may be trying to stop the Onrush. He looks like a male version of Nedra, and is arrogant due to his strength.
Aarondale "A.J." Jekanda: A high elf wizard cursed by the God of Time to teleport randomly every 12 hours until he can find everything on a list of 100 items. He thinks only in terms of his own needs and ignorant to those of others. Partially this is justified by his desperation to find the next item before his time expires, but he also ignores the feelings of those helping him in this quest. Basically, he's an asshole, but one that pays well for the help. He can get better the more encounters one has with him, but meeting him even once is already stretching it.
The Jahal Islands are a group of two islands south of La Circunus's western coast. The natives of the islands never gave them any official name. It was the human who later settled down on the northern island that started referring to them as Jahal. The Northern Island is inhabited with different settlements.
Harros Pibbs: He is a member of Captain Jacob Meed's pirate crew. When Meed settled in the port town of Jahal Cove, Harros became the owner of the local tavern, the Flappy Stingray. He is a hulking Tiefling that wears a fashionable suit and can often be seen smoking a cigar. He's married to human woman, loves to gamble, and is well known to physically throw away all those who cheat at his establishment for having "tainted the game".
Mary Pibbs: Mary is a human woman who married the Tiefling Harros Pibbs and served under Captain Jacob Meed. When Meed set down in Jahal Cove, Mary and Harros operated a tavern called the Flappy Stingray. Mary is usually the more cool headed one of the pair, but that does not mean she is a pushover at all. Anyone who thinks so finds themselves at the end of a gun, usually inside their mouths as she punches it inside with her sheer strength.
The Gimmi Brothers: Gimmie and Gimmick are halfling brothers that run a shop in Jahal Cove. Although they are skilled craftsmen, their products can occasionally be unreliable, mostly because of their penchant to experiment and try to find new and exotic ways to fabricate their many weapons. They usually bicker among themselves, and compete to see who can make the best product (as well as test it on each other) though it may cause problems in the long run as no one serves as a restraining influence.
Mr. Rattles: He is a lich who runs the magic shop in Jahal Cove. Mr. Rattles turned himself into a lich in order to continue to pursue knowledge. He eventually joined Captain Jacob Meed's crew and set up a magic shop in Jahal Cove. Unfortunately, he didn't get many customers due to people's mistrust of magic, but he became popular with the town's kids. As a lich, Mr. Rattles appears to be an animated skeleton. His attire is very gentlemanly, consisting of a peacoat, belt, monocle, pair of gloves, and an ornate robe, though he lacks pants.
Timothy: He is a friendly ogre who was found injured by Captain Meed's crew while they were on a raid. They rescued him, and Mr. Rattles, their necromancer, healed him. Timothy was adopted by Abigail and lives with her in the general store. He performed a number of odd-jobs around town, including tending to a large pumpkin patch outside Abigail's house. However, his large size and childish demeanor often caused problems.
Abigail: A member of Meed's Crew and the owner of the General Store. Abigail adopted the ogre Timothy after he was revived by Mr. Rattles. In order to give him medicine, she created a recipe for rock candy that included healing potions. She also found a way to grow pumpkins in Jahal Cove despite the poor soil conditions and keeps a large pumpkin patch just outside the store. Unfortunately, Timothy tends to crush them whenever he goes outside the store.
Mr. Theraday: The rotund manager of the Fair Day Boardwalk location at Jahal Cove. He currently holds the contract for Nedra to work at his location, though he does not seem to know why she was sent there. He's liked by everyone who works under him, though he does not seem to take the warnings seriously about the Collective One.
Old Young Cleetus: He is a proud lizardman hunter who is always willing to show off his skills. This is mostly seen when around his hunting rival, Onslow, whom he always takes time to insult and provoke into a gunfight. Despite his numerous injuries, he has a love and thrill for danger. He is not very smart though, having problems counting beyond ten, and tends to have a low opinion on other races.
The southern Jahal Island is largely unknown and has no human settlements on it. It is mainly dense jungle, and the layout of the trees changes consistently. The southern island is home to the Yuan-Ti's cult, the Green Ones, and a gnoll tribe, the Talon Striders. Deep inland of the southern island stands a dormant volcano. Inside its igneous tunnels lie a long dead mind flayer nest. This is where Viktor found himself after bargaining with Yawrugrik.
Quickin: A Gnoll hunter who's a member of the tribe on the Southern Island. He can be bargained with, and he can offer to help the players to traverse the jungle with his Velociraptor mounts. He speaks in broken common and considers himself to be rather dumb, but he's surprisingly nice, and is skilled in his craft.
The Collective One: He is an earth titan, Udoth's chosen acolyte, the god worshipped by Zi'aka and her tribe, and the entity that keeps Jahal Cove from sinking. His heart/core was stolen from him and unless it can be found once more, then a cataclysmic explosion may wipe out the Jahal islands from the map.
A giant golden tower in the middle of the Ocean that seems to have no way of getting in nor out. It is a riddle to many travelers as to whether they will try to find a way to get inside, or if they will just continue on their path, leaving it for another to find its mysteries and treasures (A map to the Unwitnessed Kingdom).
The Minotaur: A hulking, robed creature that on facing the player, will grant him a roll of parchment which contains a map to the "unwitnessed Kingdom" before expelling them from the tower and continue on with his vigil
An island with a lighthouse and a thriving population...when it hasn't been turned into deer that is. Despite the idyllic looks and ambience, the island is the home to a Wendigo who turns all those who disrespect nature or animals into deer, with the entire population having suffered that fate.
Jalael: A kobold and last surviving member of her tribe, who has spent the last eight years trying to solve the curse of the Wendigo, but her efforts have been hampered by her inability to read or speak Common.
Calliope: A faun girl with druidic powers enslaved by the Wendigo and magically compelled to impede any adventurers who might pose a threat. Much like a deer, Calliope is easily startled and repulsed by the sight of blood and violence.
Carbael: A gargoyle meant to serve as a weapon against the Wendigo, empowered by specific magics. His main attack is a scream that does tremendous damage to anything in front of him, which is powered by a crystal inside his throat.
A large bustling tourist town on an island south of central La Circunus. It caters to the moderate to wealthy crowds. Bulkard is a favorite relaxation destination for the elite of Eburkal, including the Kals themselves. Its population is largely Tabaxi, elves, half-elves, humans, aasimars, and genasis. The island itself is largely desert. The town is built on a cliffside facing out over the ocean with wooden docks below.
Edward Caster: An obnoxious, snobbish aasimar lawyer who is disliked by nearly everyone who meets him. Despite that, he is a man who does love his daughter and wife. Due to his aasimar heritage he also possesses the ability to harm the undead around him, even with the most simple of attacks.
Barabus Bonebite: A Parrot-Aarakocra Pit-Fighter and the gladiator champion of the island. He was the hero of "the first Onrush invasion" and yet nowadays he's stuck taking menial jobs from people like Caster because nobody remembers or cares about his past exploits anymore. Despite that, he's still as deadly and powerful as before.
Legitimate Larry: A Wind-based genasi who is the Proprietor of the mage wares shop in Bulkard. Very excitable and fantastic salesman. While his gear does work, he's clearly jacked the prices up, offers a lower quality version of the item a customer is looking for until they insist for something better, and puts fantastic spins on his work.
Pistachio/Peter Spumoni: A throw-away Tabaxi mercenary/dock-worker who was exiled due to the "heresy" of creating Ice Cream with the aid of an Ice Deity in a land who worshiped a Fire Deity.
A destroyed lost civilization residing at the bottom of the ocean, right under Bulkard, where the remnants of the once Unicorn civilization clings to life, as they are sieged by both Troglodytes who have fed on their blood and have become immortal as a result, and the Dragon Pabsvadri that is on the way from their escape route.
Gorrick: A gigantic elder unicorn, and the one maintaining the barrier protecting the Unwitnessed Kingdom from being crushed by the deep sea, as well as the trogs.
Granderfalt: A scientist whose rage overtime turned him into a bodak. Once pacified and gets turned into a staff, he proves helpful to the party during their time in the underwater kingdom.
The Evergrudge and Uxekulvax: An undying troglodyte that is more or less an immobile corpse. Uxekulvax, his son, speaks for him. As the original troglodyte who drank unicorn blood, the Evergrudge is still alive but might as well not be, living in constant agony and being unable to embrace death, or even sleep. His son is a more jovial person, but more maniac and clearly insane.
An unexplored island where the Lamprey Dogma realizes his many experiments in both fauna, flora, and human experiments. Among its dangers are monstruous sea creatures, an aground Rumsblood ship whose crew has been turned to vampires, as well as a mad Doctor whose experiments are never finished.
Poliffi: A cheerful seagull aarakocra who found herself tangled in the rigging of the Yeldin after flying through a fog. Her sister runs the Needle Cliff Appraisers, a business that appraises magic items, where she also works at. She has a squawking, high-pitched laugh that gets on everyone's nerves.
Rock Ashdrake: He is the youngest member of the Ashdrake clan, a group of paranormal investigators who are famous throughout the region. Though many of them are in it for the glory and are incredible assholes, Roc is still young and has not adopted such mentality. He has a pair of pseudodragons that he uses to fight the paranormal, and has scars all over his body.
Mite Ashdrake: He is an enormous orc in full butler attire that follows his master; Rock Ashdrake. He speaks and behaves like a true dignified and eloquent member of high society, with full "Stiff upper lip", yet is not averse to violence and finishing his enemies with the most indiscriminate of beatings. He also acts as Rock's parental surrogate.
An area full of small islands that serves as the entrance for Rite. There is currently a blockage there that impedes traffic and thus leads to much of the initial problems in Rite due to the lack of commerce at the beginning.
Raleev: A Komodo Dragon-Lizardfolk Miner who has the players hunt to clean out the area around their mine. He is a proud hunter, but makes more money and stays alive better mining Sorbic Ore. Though he does not speak common very well, he's still proud enough to not allow any condescension. He gives gear in exchange for the aid to hunt.
Coloaf: A Sunfish Merman who is an Enchanter in Rite. He, in a blind rage after his wife cheated on him, ended up creating a giant statue that blocked commerce to Rite, and accidentally trapped the Ledger Main, and himself in the Archipelago. He tends to blubber whenever he speaks as he can't control his emotions very well.
Blick: A pixie that can be found when hunting a Dire Tiger. Blick, as one of the fae, can be bargained with for information, but one must be exact when speaking to her lest she manages to weasel out of the contract. If Yt is selected as one of the recruitable characters, then she will be terrified of Yt, and be easier to bargain with.
Woe: A Sea Dragon, but unlike Pabsvadri she is much more mature and calm, with no illusions of grandeur. Woe is from the northern area of Xellus, and she is blind because of damage to her eyes, thus making her more easily frightened and scared. Her name, "Woe" is the closest approximation in common to her true draconic name.
A marshy island where the Grung, a tribe of small frog men, reside and make their lives. They are violent, dumb, and very easy to kill, however there are many of them and due to the island's climate and marshy nature, it allows them to thrive and hide from their enemies, either for an ambush or to avoid fighting.
Strangletree: The only thing on the island that can speak common. He lives in and among the Strangle Trees that cover the island, and helps the player out. He's a bit out of it, but he's a nice enough guy. He's a druid, and can walk through the vines of the Strangle Trees. However, he tends to get stuck. He is the last of his kind in a forest that hadn't seen the Navy in over a hundred years.
A city where the Adventuring Guild is located, a center of commerce for the region, which is prosperous thanks to the many adventurers who make the city its home. One can also rent/buy a ship for transportation, buy essential supplies, and look for quests that may grant rewards in either money or items.
Broadway McSlander: The head of the Bard College of Satire on Rite. He seems pretty quiet, but there's a good reason for it; his ability to use Vicious Mockery is so strong that even a slight "yo mama" joke can break things, and can possibly rewrite memories. He is available to train and learn from him...for a fee of course, and for a final confrontation with him as well.
Sheldon Rockspine: An even-tempered Turtle monk who lives in Rite who runs a Monastic sect based on teaching emotional and physical balance. His previous monastery had the secret of "Perfect Resurrection" at the cost of one's life, which was used on him, though he was still injured due to it not being fully refined yet. His ki can be felt just being near him, but he is clearly seriously disabled.
The last Kingdom of the "Kals", ruled by an aasimar King descended from an Avatar of Salima, Goddess of Summer and Fire, always the youngest one, where the order of the world is maintained. It has a giant Tower that rises to the heavens and can be seen for miles from the shore, and even in other islands far from there as well. The land is full of deserts, and can be found with many traders and wealth.
Kohn: An absolutely ancient Loxodon who works for the Eburkalian bank; the Courtship of Crimson. He's willing to help the players, but can only do so much, and sends them in the right direction.
Beleeth: An elderly wind genasi who runs the Paper Wasp Inn. She can set the players with a quest to find her best customer; Heplite Nerys, and reward them with free room and board for the night.
Josephine Hemlich: A naturally born vampire who works with the Ashdrake clan. She works to stop the Lamprey Dogma from overtaking the naturally-born vampires. She believes herself to be very different from the Lamprey Dogma and sees no problem in their immediate deaths.
Oulmriz, Vers, Ixen, and Ner: Four Redscale Kobolds who work for the Nerys estate. They desperately wish to find a kidnapped dragonborn child who is important to their masters. They may accompany the players to face Almarad.
"Marz" Nerys: A gigantic Redscale Dragonborn who leads the Nerys Estate. It is his son who is captured by Almarad. Has a real distaste for the Kals, even though the vast majority of his problems and traumas had almost nothing to do with the Aasimar in charge at all, and instead is probably the result of the Lamprey Dogma and definitely the result of a powerful Fire Djinn. He is incredibly abusive to his staff as well.
A port near Rite where one can get transportation to the North of Xellus. There are store to replenish supplies, buy new weapons and armor, as well as a hunting lodge where the pelts of previous monster kills can be sold, or meet other hunters willing to share stories or information. A ship, The Obscuro, can also be found who can smuggle people into North Xellus through the Emerald Canal without the Navy knowing.
Wendell Sykes: A sea elf smuggler, the owner of the Obscuro, who is looking for people to take through the Emerald Canal. He's fair in his dealing with those who work for him, as well as those who he takes to travel with him, but also expects them to follow the rules he has set in order to make the trip go as smooth as possible.
Kleva Karsonen: She is a goliath executioner, whose job is to kill any creature that commits crimes in society. She has grey skin and wields a large axe. She can be very hot tempered when insulted, but is also very easy to forgive if proper apologies are given. She has a taste for good drinks and killing criminals, but otherwise tends to be a very calm woman. She goes along in the Obscuro.
The Deeproots: A family of gnomes consisting of the father (Marlo) who is a carpenter, the daughter (Cam) and the wife. Cam is a sickly baby which makes Marlo be more hot tempered than usual. They travel in the Obscuro.
Byford Carddax: An old, scraggly, greying dwarf with a metal claw arm. A man who once served in the navy, and is quite bitter with them since he was let go after 90 years of service with only a replacement arm after fighting the Onrush in the North. He was born in the underdark, and is a passenger in the Obscuro.
Bliss: She is a female Tiefling bard who plays a lute as her stage instrument, and has long black hair. Bliss is her stage name, though no one knows what her true name is. She travels along in the Obscuro in the more economical area, despite having the money to go in the more Noble area.
Teddy Slorg: A male human, a member of the Slorg family, who are weapon dealers. Very cutthroat on their weapon practices, making weapons for the sport of the ruling class. He is a man who has great pride in his weapons, is very knowledgeable about them, and seems to enjoy his job greatly, always thinking of new ways to innovate.
It's a community where one can be sent in search of the "Daystar", the child of the Fae who was kidnapped by a pirate captain after it tricked the mother of the child. It is near an entrance to the Underdark where all kind of different threats can be found, though many answers are also there for those brave enough to enter.
Fatreyus: A mollu scholar, who turns out to be the son of the leader of Dimswell. He constantly seeks sources of knowledge, even trying to smuggle some back home, despite much of what he tries to bring home are disapproved of and confiscated by his father. He can be befriended and aided to find out more about Dimswell
Galdarv: Fatreyus' father and the leader of Dimswell. He's the guardian of the kidnapped Daystar and a contact of the Volition. He's pretty knowledgeable, to the point that if the right amount of trust is gained he can reveal the Onrush's history and activities, the nature of Barnacle Bay, etc, etc.
The Jolly Sharks: A group of pirates from the north, they are encountered in the underdark not far from Dimswell, and turn out to be ghosts that linger due to having yet to complete the task assigned to them from their absent captain. The first mates, Bone and Heady, speak for the rest of them and are the ones who accompany the party to Dimswell.
The Navy, whose entire fleet is known as "The Ledger Main", is a major governing force in the world and has a light blue flag adorned with the depiction of an anchor with ivy laced around it. The Navy is powerfully magical, but, to maintain that power, it has siphoned energy from the world, which led to a backlash in the form of the Onrush. They seek to aggressively root out the pirate, and Abyssal, menace wherever it shows up. They have holdings in Bulkard, Eburkal, Rite, Silvergleam, and Xellous.
Captain Ave Lo Eshtali: A high-elf Naval captain who is stationed on the north end of Jahal Cove. She has a stuck-up personality and ego that even her own subordinates chafe against her. She is however a woman of her word, and able to control herself when the need to make deals comes about. She also loves her family deeply, with the death of her brother at the hands of Victor being the main reason of her deployment.
Troy Hultch: A paladin of unknown race who serves as Ave Lo's bodyguard. He gets his power from Ludarius, Elder God of Light. Although he appears to be a hulking paladin of Ludarius, he is actually three imps stacked within an animated suit of armor: Troy, Hul, and Tch. They serve as Arundhati's familiar but can be quite mischievous when left to their own devices.
Arundhati: A Djinnborn who was summoned about a decade before by Ave Lo, and after her abilities were recognized, she remained to serve in the Navy. She tends to accompany Ave Lo while on duty. She specializes in water-based magic and serves as a tracker. She is a nice girl who tries to do the best of her situation, even if she's kind of getting sick of people asking her if she can grant wishes.
Lieutenant Gore: A hulking, jovial, and absurdly hammy humanoid and chief officer at Fort Dizmak, Bulkard's navy base. Much of his past is still unknown, but Gore was revealed to be a disguised ancient brass dragon. He is a man of great strength but claims to anyone he meets that he is not a man of action. In his own words, "I'm more of an adviser than a combatant."
The Grand Design is a coalition of Seven pirate lords that came together to develop a new method of producing energy that doesn't require siphoning magic from the world as the Navy does. This new method, known as "Technology" is still on its early stages, yet its potential its grand, with the coalition's goal being that it can overtake Magic as the main energy force in the world. They have holdings in Jahal Cove, Bulkard, Avast, Barnacle Bay, and Eel's Gape.
Captain Lot "Jovial" Nyeth: He is the Head of the Fine Day Boardwalk Company and one of the pirate lords that makes up the Grand Design. Lot is an orange, short-haired tabby Tabaxi with dark red eyes that wears a feathery hat adorned with a gold coin for each major heist he has completed. He is pragmatic in not double crossing those who work under him, but clearly reminds that he is a pirate, and will not suffer betrayal nor stupidity.
Captain Blurderek Rumblood: He is a Gremlin and the leader of the Rumblood pirates, a crew that is comprised exclusively of children, which he weaponizes as most enemies are leery of targeting them. This decision has gained him a lot of scorn from both enemies and allies, though he claims they at least are not being sent to a Navy orphanage. He is tolerated for his usefulness. Because of being a Gremlin he can short out any magic used against him.
Mistress Zarael Zazamalel: A Tiefling pirate lord who prefers to fight rather than talk. However, when the situation is serious enough she can resort to diplomacy, even if she does not like it. Though many see her as a battle crazed barbarian, she is also caring in her own way, willingly rescuing victims of more unscrupulous pirate attacks. She is also a hard drinker, and uses a couple of magical swords that exude flames whenever she uses them.
Lady Siren: A mysterious pirate lord whose abilities, though known to be the manipulation and control of water through magic, are strong enough to be able to enter and leave a pirate base on her own without receiving any bit of damage. She despises Rumblood, wishing more than anything to free the children he employs, though she must contain herself while they still need him for the Grand Design. She possesses an Eel familiar that aids her in battle.
Lady Masanae Kin: A sword mistress pirate whose severe demeanor hides a cunning and clever mind. Though she does not possess the resources nor the network of Lot, she still is able to craft meticulous plans whenever she strikes, leveraging any and every bit of advantage she can get for any confrontation. She does not fight fair, and despite being renown for her skill at using a blade, she is not above simply shooting her opponents or using an assassin to take care of them.
Captain Blakeney "The Rat" Balo: The most cowardly of the Pirate Lords, as he tends to focus more on the lower hanging fruit so to speak, attacking defenseless merchants and mostly running a smuggling empire. Despite his supposed cowardice, the few times he's been caught he's managed to escape, dealing great damage to his pursuers, showing the old adage of a cornered rat to be true. He tends to act nervous and jittery, always looking at all sides for a chance to escape.
Captain Jacob Meed: He is a feared pirate lord, though Lot refers to Meed as the nice one because of his "no killing" policy. This alludes to him being one of the more merciful pirate lords. He is loved by his crew and respected by the citizens. Meed lived in Barnacle Bay, and he saw firsthand how the Navy drained the island of magic for their own use, leading to the corruption of the ocean, and the summoning of an Abyssal which destroyed his home. He joined the navy to protest it but was court martialed, leading to his desertion and becoming a pirate.
The Fortune Tide Adventuring company is a guild of adventurers headquartered in the city of Rite. It's headquarters also is a cover for the secret order known as the Volition (A multi-generational group of heroes dedicated to stopping the undead and vampires wherever they pop up). It has a rotating board of many available adventures for hire in various positions, which can be hired to work for the player temporarily, or join their party in a more permanent basis.
Pontus Reil: He is an old man who leads Adventuring Guild and is Grandmaster of the Volition whose headquarters are in Rite. He understands very well what is the true enemy behind the onrush, and leads his organization (and the Guild) both with the same levelheadedness and forethought. He tends to be very secretive, preferring to have members who join of their own free will rather than press ganging them or threatening them.
Miss Mary May: She is a very fancy lady with ties to the Volition. She is also Poliffi's sister and Barabus' wife, though she is unaware of where he is due to his penchant to wander the world, finding job wherever he can. As a member of the Volition she is an accomplished vampire hunter, carrying an enormous arquebus with her everywhere she goes, as well as being covered in jewelry, with rings on her fingers that she refuses to take off.
Victoria: A sorceress, who's Redd's mother, and receives her correspondence from her adventures. She serves as the translator for the Volition when it comes to vampiric texts. Though she and Redd do not spend much time together, she does love her daughter, acting like a very doting one whenever they meet, much to her embarrassment.
Joe Massacre: He is a human acolyte of Vexkor. Joe Wears a leather outfit head to toe with a tri-corner hat and a mask that resembles a dragon's skull. He rides on a blue-flamed "Nightmare" across the water, and when he does, the wails of the damned follow in his wake. Joe Massacre is not his real name but rather a folk legend name given to him by people over the years. He also gets very nonplussed at the mere idea of souls being pulled from their place of rest.
Franc Mocean: A large hobgoblin who works a crêperie in Rite. He is considered one of the finest crepe makers in Rite, mainly due to his ambition; to experiment and create all kinds of different crepes with new and exotic ingredients. Unfortunately, this does not preclude him from being quite clumsy, as there always seems to be a mishap whenever he makes food. He is very kind to children as well.
Frieda Gazamar: A grey elf surgeon with a zealot-like fervor in serving the god of death and pain. She's unquestionably good at her job, but her bedside manner is...unconventional. She has plenty of knives of all unconventional sizes and shapes, and tends to discard them pretty regularly.
She has deep scarification all over her face and well past her neck. Her nickname is The Pain Witch.
Mister Large: A large, lanky Bugbear Cannoneer. He doesn't say much, but he's nice enough. He's also ludicrously stealthy, and seems to move very fast. He can understand and write Common, but he can only speak Goblin. So he uses a notepad and quill to interact with the world. To anyone else on the other hand, he could easily come off as being mute.
Charlotte Gillies: A sea-elf who speaks indirectly to the god of knowledge; Lazameth. Charlotte was tossed into a Ludariusian convent in the hopes that her hearing voices and speaking in tongues would be cured. Turns out through testing that it was the wrong convent to send her to, and she was released. She is a deep believer of destiny, and very gullible as she will do anything if told the gods want her to do something.
Jillian Harvest: An Eladrin Boatswain. She's an excitable girl who wants to enjoy the life of adventure she's put out for herself. Her hair has flowers growing from it, and resembles plant life. She enjoyed working as aid for farmers in Silvergleam, but the first chance she got she immediately made her way to Rite to join the guild.
Soup Kitchen: A warforged whose only goal in life is to cook meals. He is very serious about it. Because he's a warforged, his limbs can be replaced and regrown easily. He mostly uses this skill to change between cooking utensils. Though he is able to make decent food, taste tends to be a problem, which usually gets him in conflict with the most hated of all beings; Food critics.
Magic "Bill" Wilhelm: A Crested Wood Duck-Aaracocra summoner and published author, though his book delves into the uses of summoning for the everyday person. He can be hired as either an Arcanist or a Helmsman. His hands are scarred from accidentally summoning a demon that was a little too powerful for him to control, though he made sure to cut off his arm to use as a cane to walk.
Charr Venarus aka "Kowalski": A redscale Dragonborn who works as a photographer and as a fighter for the Adventuring Guild. Usually referred to as "Kowalski", he usually tends to keep up with the trends and the technological advances of the world. Though he usually appears as stoic, he's actually more of a blood knight, loving to fight.
Gentle: A Nudibranch-Merfolk War Mage who is well known in Rite...But not for the right reasons. She's quite polite, but she is far too interested in dealing out death for her own good, to the point where Nobody on Rite wants anything to do with her. Her obsession with war leads her often to starting and/or ending them.
Doc Ramsfang: An enormous orc carpenter who often spends his time at a specialty shop. Like nearly everyone else on the island, he works at the Adventuring Guild, and is for hire. He towers over nearly everyone in the isle, yet is also very jovial and more than capable of smashing a few heads on the way.
Dagon Huxley: He is a fallen aasimar hexblade with a talking sword and a silver tongue who has trouble getting work as a member of the Rite Adventurer's guild. His very existence is anathema to other aasimar, as his blood is caustic to them. He's one of the more difficult hires in the guild due to his tendency to go overboard, often getting his pay docked and his name taken off of the list of hireable people as punishment.
A long time ago, a renowned doctor lost his wife and daughter to illness. Obsessed with the secret to eternal life and resurrection, he struck a deal with Garlux of Ghast Isle, returning his family to life...but turning them into vampires, and warping their minds. Now, the deranged doctor and his scores of vampire minions seek to improve their condition and create new life from old, and ultimately to "cure" vampires of their inability to walk out in the sun.
Unlike the different factions, the Onrush/Lamprey Dogma is comprised of pawns and unwitting fools who are manipulated by Garlux into fulfilling his goals of world domination, as such most of them hardly have any backstories or anything beyond being disposable minions to fight.
A.N.: Well, this took me quite a while, trying to find the information after so long, and then watching the series to make sure that it fit as I remembered. I did not add much of what happened after the fall of Eburkal since I'm not sure if that should be included in the campaign, save for some of the characters and some of the locations. I've tried not to mention the fall as well since some of the fans of the series seem to dislike it, though I don't understand why; I thought that it was a creative and well-planned attempt at righting the ship after the previous campaign could not be continued due to the unpleasantness that TFS had to go through during that period of time. Frankly, I'm thinking on making an animated TV show about it if possible, hopefully one that can last a bit more than six seasons if possible, but we'll have to see.
Adhoc vote count started by Magoose on May 16, 2024 at 8:29 PM, finished with 30 posts and 14 votes.
[X] Plan Long Live the Queen
-[X] Actor Fee: $2,500,000
-[X] Director Fee: $1
-[X] Prop Fees: $1,500,000
-[X] Makeup: $425,000
-[X] Editing: $75,000
-[X] Other Expenses: $5,499,999
Quick guys go for Sony so we auto pass them and make them suffer leading to the rise of the Japanese liberal party and the complete dismantling of the perfection system (this system is making anime delay and causing workers to stay in their jobs constantly and it's hinted that a anime crash is on the horizon because the studios are not getting enough money for more season of the shows which is why there are less anime season )
There are some TV Shows that we could get next turn without much trouble thanks to this. Perhaps even some more deals in order to finally get the rights for some of the Philip k. Dick's books.
...Wait, we could buy the Kaijus from Toho (save for Godzilla obviously) so that they can now belong to the Gamera Franchise of Daiei! This is huge!
Or perhaps we could also try for trying to get some of the staff who worked at Enix before it was disbanded (which happened thanks to a reward we got).
You looked around at several of the cameras and concept art and sighed. "I said I would direct your film Carrie, not do everything for you on the producer side, get Mike?!"
"Mike's busy." She said.
"Mike's Always busy, and yet he will always find time to make a quick buck when I ask him," you replied as you chose the poster. "There, we're done, can we please do something more fun? Like-" You saw the storyboard. "Oh god."
"Yes." She smiled.
"I don't want to do this now." You said.
"You already promised."
Dammit.
------------------------------------
How to Shoot a Film: Carrie has given you free rein to shoot this picture in any way you want, so… how do you do it?
[]With One Camera: Your going to take full control on this one, and use one camera.
[]On multiple cameras: You can try to do what you did in star wars and make things really fluid.
[]Write in
How Long do you want production to be: Carrie wants it done in a month, so that the post can be quick and clean.
Do you agree?:
[]Yes
[]No: Goes to two months (since everything autopasses, you will most likely be fine)
----------------------------------
You have 12 Actions.
4 must be spent on Killer Queen Production.
Killer Queen Production:
[]And The Star is coming on: Debbie has had a long hiatus and you think it might be best to ease her in… and she told you to go to hell, and let her work. DC: 40
[]John's Got Some Bullshit: You want to know what happened to have Carrie have him by the balls like this. Have you ever seen him like this? No you have not DC: 30
[]Vincents Idea: So Vincent has never been the best idea guy, but he wanted to make things a little more… realistic for Hollywood and said that he had a story he wanted to use. DC: 20
[]Frank: So Sinatra was rather… well he was not happy to be here, but hey, maybe you can make him feel better. DC: 40
[]Evelyn Greer and the Bad Luck: She thinks she's bad luck and honestly, you don't like that kind of energy on set. You had enough with Conan. DC: 40
[]The City of Angles: So you want to just drive around with a Camera on your car for the mood of driving for transitions. Hopefully nothing goes wrong. DC: 30
Lucasfilms Actions:
[]Midnight Dinner: Well you have finally going to see your first step into the Horror Genre. If only Steve's film didn't destroy the chances at the box office. DC: 20
[]Dark Forest: Honestly, you forgot that this film was produced, and given that you were in all sorts of work, that might make it really nice. DC: 30
[]The Aftermath: Mike needs you to fly to Japan. He wants to rub it into the face of his enemies personally. DC: 30
[]And George Prepares for… Something: So George, what are you planning on doing this time… why are the Steves Here? There were the three big Steves. Wozniacki, Jobs, and Spielberg. DC: 40
[]The People who want you to star in a movie: With most of Hollywood open to you again after the informal ending of your banishment from nonlucasfilm and TV productions, there are a few films that have come to your attention. DC: ???
[]Investing in the Future: You want to Spend some of that money you made into the company and make the whole thing better DC: ??? (Linetail what you want to invest in, and how much money you want to invest in it)
[]Look for Investors: Not that you need the money now, but maybe you can get people on board with this idea you have. DC: ???
[]Distributing Deals: Since you have a Distribution Company, or rather, are one… You can meet the major movie theater companies and strike a Deal with them. Even when you had nothing to offer them. DC: ???
[]Importing Foreign Films: So… you may have a way to get some films showing in American Theaters. Maybe you can go to other foreign film industries and… well, ask to distribute their films. Sure many of those foreign film companies never expected an American company to distribute their films in the US… but maybe you can get money without producing them. (Linetail where you try to get films from, and if there are any specific films, line tail them below) DC: ???
[]The Ideas of Industry: This action is meant for a write-in to act as a sort of Idea machine for the company. You must detail what you want to do below this action. This action can be taken multiple times.
Personal Actions:
[]Best Friends: So Mary has lots of friends, and she wants them to come over. You need to prepare for that. Carrie, get the cookies.
[]The Return of the Queen: Freddie and the Gang are back in town, having a problem. They got screwed over, again, by their record company. And they want to vent DC: 45
[]The Family Time: You need a night out with the family dammit! No more drama, no more work, just you and Carrie and the Kids!
[]Hanging out with the Friends: It's been far to long since you, John, and Robin hung out, so you will go out for some drinks and have some fun. DC: 45
[]A Well-Known Fan: So some really famous person is a fan of yours. Maybe you'll learn who they actually are. DC???
[]Learn to play an instrument: You want to learn how to play something DC: 80 (You have no idea what the hell you are doing.)
[]Investments: You want to invest your hard-earned cash into something that you feel will be a good return on investment. And as well as diversify your assets DC: 0 (Linetail what you wish to invest in below this action, and the amount of money you want to invest in)
[]The O'Riely Foundation Lobbying: You want California to help the men who have given nearly everything and more to this country. DC: ??? (Linetail how much money you want to throw at it, and what you want from the State)
[]A Charitable Heart: You want to invest your newfound wealth. Maybe even save some lives while you are at it. (Linetail what you wish to invest in below this action, and the amount of money you want to donate in)
[]Networking: Well time to start finding out who might actually be interested in meeting you. (Write-in what you want to try and network with)
[]Pray: It had been a long time since you went to Mass. You wish for the Lord to give you strength. DC: ???
[]Action Directing: It seems the town has been talking about how much of a beast you are at just being a stunt person. In fact, they knew you were a student of Bruce Lee. And they think you know how to stage and block a fight? Maybe you can DC? ???
[] Do auditions(Movies and TV Shows): You are going to go to some of the casting calls that are in the place where you can find work in. DC: 20(Possibility of only getting a commercial or TV show job, or extra work in a low-budget film)
[]Modeling (High Fashion): So you got a call from a photographer in LA, some no name. But that no name works for Gucci. And he wants you on their next lineup of products. And he needs you to model for him. Which is great… one problem, you have no idea what the hell you are doing. DC: 60
[]Modeling (Advertisements): Thankfully another Call Came in, one from an ad firm. They need you to have some pictures taken so that they are used for saner things. Like selling cars, or ice cream. DC: 40
[]Workout: A Healthy Mind and a Healthy Body are Key to having a good life, and you have been slacking as of late. Time to hit the workout and discipline, and perhaps, see things differently. DC: 30 Reward: You work out and feel better.
[] Ask Clint if you can act in a movie of his: You know you want to see if you can act opposite him, for a good time. DC: 40 (Clint wants to work with you.)
[] Gophering, and other signs of stuff: You want to try and learn how work behind the camera works, and what better way than being a gopher. DC: 50 (You have no idea what the hell they were doing, and you have no idea either)
[] Take a walk: Dad always said that the best ways to get inspiration are by walking, talking, and being open-minded. So you'll try that. DC: 10 (You are just going for a walk, what could be really said?)
[] Register in a theater: There are quite a few theater troops that are looking for some seasonal help for some play's that the regulars could not get to. Perhaps you can work there for a while. DC: 40 (Everyone wants to be famous here in Hollywood.)
[] Go to a bar or something to make jokes: You wanted to try some comedy, perhaps you can try. even with your shit timing. DC: 40 (Your Lack of comedy chops is going to be something that will bite you.)
[] Practice writing: You want to write something, maybe even a script. At least to learn the craft. DC: 20 (You try your hand at screenwriting, and maybe get something that is worth a damn.)
[] Research stuff, see if anything piques your interest: You may have graduated High School as a kid, but you never stopped trying to learn. DC: 15 (Write-in what you want to learn about below)
[]The Return of the Queen: Freddie and the Gang are back in town, having a problem. They got screwed over, again, by their record company. And they want to vent DC: 45