Welcome to the world of Aquarianus. A world of Dungeons and Dragons 3.5 where yourself and your party members will be the owners of a SHIP! You will travel the world explore, fight pirates, or be a pirate! You will make gold, have adventures on the high seas. fight terrible monsters etc etc find yourself in horrible predicaments gain prestige and reputation becom famous! Men and women of many races, from many walks of life will meet up to helm their own ship, of many possible sorts.
Men and dwarves, working side by side with blackpowder weapons ready to defend their heavy ship, to halflings and gnomes, on fast, speedy stealth ships that can raid their sworn enemies and escape just as easily, and even tribal elves and half breeds, on sleek island hoppers capable of moving fast and smooth. And every sort of group and band in between on many sorts of vessels are possible, and such things can escalate into tales fitting to become the future legends that children grow up on, pretending to be the great heroes and legends of yore. Such will be your tale, in one form or another.
Character Creation:
Character Sheets will be made here:
http://www.myth-weavers.com/Die Rolls will be made here:
http://orokos.com/roll/?action=rollNote: Place Aquarianus into Campaign section after you click “Roll Some dice” on Orokos
You will be required to make accounts on these sites to use them
Note: All characters will start with maxium health and gold for your class/race. On the orokos site you will figure out your stat numbers by typing in 6#4d6k3 under dice to roll.
Everyone will start off with level 1
Black powder weapons!
Flintlock Pistol: 2d6 Damage range 15 Feet type bludgeoning/piercing x2 on 20 30 G
Blunderbuss: 2d8 Damage range 15 Feet type piercing x2 18-20 30 G
Flintlock Rifle: 2d8 damage range 40 Feet type Piercing x2 19-20 70 G
All black powder weapons will explode in your hands on a roll of 1, 2-3 they break, 4-5 they malfunction and must take a whole round to fix.
A stout, powerful, and intelligent empire, the Dwarves may be on the shorter side compared to some other races, but skill, determination, and long lives make dedicated Dwarven masters in any trade a force to be reckoned with.
A short race of cunning, sea faring people, do not let their size fool you. They are spry, agile folks that can run rings around the bigger beings in the world, proving more adept at sea than most other folks could hope to achieve.
A proud, tribal group of people that keep to themselves and their own beliefs, for the most part. Some will wander to be civilized beings in other lands, and some will be captured by their hated neighbors, but this will not deter nor wipe out their people that easily.
The neighboring clan of Elves to the Jeveli, they believe their gods are at war with each other, and as such, the Jeveli are their mortal enemies, using their well crafted ships to mount regular raids against the Jeveli for the sake of their Gods, and use more sophisticated methods than their neighbors.
Sharing an island with the Orcs, the gnomish people use advanced technology to mine deep under the sea, giving them unique access to a special resource that keeps them safe from hostile intent, since only they know how to access such resources.
The bastard children of orcs and humans, these half breeds are often shunned in both societies, too close to the other race for their liking. But they have the higher intelligence of humans and the brutality of orcs, making them highly dangerous in their own sense, something that some realize and take full advantage of.
Limited to 1, First come first serve The rare offshoot of the Elven people, the Drow are secretive, underdark dwelling elves that are naturally better in such dark places. Their society is far different from their kin, and it is rather rare for most folks to ever even hear of a Drow, let alone see one, and live to tell the tale.
Half Elves
Dwarvish:
Dinguruhm-Mining city that specializes in iron ore and mothril, the constant hustle and bustle of miners and tradesmen is constant, the transit of iron to be taken to port, to sale, or other dwarven cities. The Frequent raids by gnomes and kobolds are deterred by great dwarven walls and other defenses.
Valkuldir- A small lumber town that relies on such wood trade, and provides one of the largest sources of iron wood in Kevros.
Hil Darim- A large farming town that supplied much of Kevros with wheat, grain, and a large amount of beef as well.
Dhagkuldor- The Capital city of Kevros, a large trade district and 'Indentured Servant' trade make it much sought after by the many nobles and merchants of the land. This city also serves as the main training grounds and barracks for the rather large Dwarvish Empire military force.
Nen Thorim- A Fortress city with a mine of high explosive powder beneath. This town supplies much of the powder for dwarven cannon, and is thus heavily guarded and fortified.
Harn Ulum - A smaller town that provides a place of rest and respite to merchants travelling between ports. A simple town, with few guards, but still maintains a brothel and inn.
Memyaruhm- The mainstay of this town is the farming and lumberworking that its townfolk engage in. Few guards and some merchant homes dot the town, while it supplies ironwood, pig, beef, grains, and vegetables to many places.
Benduar- The main port for the Dwarven Navy, the town is obviously of some size.
Daghdorth- A port city of master ship builders, some of the best constructed ships of the Dwarven people come from this city.
Themgran- A Merchant port city that specializes in fine trade goods, much of which could not be readily found anywhere else of the dwarven make. Of note as well, the brothel district is the largest in all of Kevras.
Kel Varath- One of few cities not built by dwarves, it was constructed by merchants and dwarven efforts combined. Holding one of the richest trade gains in Kevras, it brings in the most imports as a result.
Orcish:
Yerghug- The ruling city of the orcs, this is where the chiefs of the clans reside, dictating the overall actions of the horde. No money can be found in these lands, only trade goods and a huge slave trade.
Khagra- This is a land of hunters and roaming animals, these orcs are widely considered the backbone of the entire land, 80% of all food coming from their efforts and work.
Elvish:
Lelvelenor & Thilf Taesi & Elyhedorei- These islands of the Jeveli Elves hold large, tribal villages, much like the elves are. While their ferocity holds no bounds, as well as their piety and religion, they lack the modern armaments other nations and peoples wield. Some elves will leave their people to become civilized and modern, though most stay behind. This place is raided constantly by those looking to capture slaves.
Onsa Unarith & Nnneas & Asyfataesi- The elven people of the Iskar are tribal like the Jeveli, but are far more sophisticated, having quickly forged fast, durable boats that are perfectly suited for island to island travel. They hold a religious war against the Jeveli, their belief being that the gods of the Jeveli oppose their own, and often raid the less sophisticated elves for food, and sacrifical prioners.
Viking:
Holmgard- A massive fortress of ice and stone, this place is populated by a fierce and strong people, under constant assault by the surrounding trolls of surrounding tundras. Their incredible hunting skills allow them to survive in this land, and are some of the strongest warriors around.
Aldeigjuborg- A ship building port, heavily guarded against the surrounding troll menace. The builder men here construct powerful, strong ships that can stand against any ship covered in cannons, even though they are not reinforced with iron.
Kirkjuvagr- A trade city of the Southern people, they otften trade in furs and construct good, solid ships. Many work as mercenaries as well, easily and readily hired by foreigners seeking a good, sturdy fighter.
Goblin:
Sudaxg & Tezunr & Xatn & Xdeg: Being surprisingly advanced peoples, the Goblins have built sleek, stealthy ships capable of moving across the water at extreme speeds, with excellent sails of course. They move quickly from place to place along their island chain, whenever a raid against their ancient enemies, the dwarves, takes place against their mercantile vessels.
Barbarian:
A primitive group that often find themselves recruited for the Dwarven military, for their talent as excellent warriors. The villages are constantly on edge with each other, though the Dwarven presence keeps the fighting to little more than passing insults. Sugar is also a major export of such lands.
Seshceron
Harrogth
Chehalis
Halfling:
Such small and agile people, they are often foud making excellent ship workers, moving agily about the ship like few others of the tall kinds can generally do, earning their keep easily. They can also make unique ability to improvise crude blackpowder weapons, specifically ones that are suitable for slipping into places unnnoticed.
Pulstin
Tarkin's Point
Torgos
Mind Flayer:
Avoided by most that value their lives, this mysterious isle has no survivors ever return from it. Their black ships are feared across the isles and lands, apparently unstoppable in the face of most ships and fleets, the greatest that stood against these Illithid ships paid dire costs for succeeding against such powerful and dangerous adversaries.
Ulithirid
Yharaskirk
Urophion
Gnomish:
These folks hold an estranged relationship with the orcs that they share the isle with, utilizing tools and the like to trade for the muscle they need. While they have a few merchant ships, they have also figured out a way to mine under the sea. They have found orcs highly useful for such endevors.
Dhakaani
Misc:
Dalelry- A Small cotton farming island, it acts as a humble trading post and post for ships to pause and rest.
Burnsley- Once a reputable trading post, this small town has gone utterly silent, and no trading vessel has found anything alive there, quickly fleeing, not wanting to hang around such a place.
Lowestoft- A humble trading port on an island that grows tobacco.
Yellowseed & Lundy- These two towns work in conjunction with one another, both holding access to a rare, durable scale that is lighter than most materials. However, this scale is quite expensive and a mansion has been built by the owner who has a sole monopoly on the commodity.
Wolford- The largest source of Ironwood in Ilsud, they also have a small amount of Iron Ore as well.
Kinecardine- A rest stop town between major cities for weary travellers, a solitary brothel and blacksmith that provides repair parts for wagons and horse shoes are the only places of note.
Barnemouth- A factory city that can, and does, build cannons and other such blackpowder weapons by the hundreds. Sold to the highest bidder, this town is home to the Chineworth company, the largest seller of firearm manufacturers in the entire world.
Fallkirk- A fortress city that sits firmly on a small hill surrounded by plains on all sides, during times of war, many can find refuge in these time tested walls. Advanced designs made them far more resiliant to blackpowder and conventional siege weapons than normal, boasting the best siege engineers and regiments anywhere in the world.
Dawsbury- A large iron ore town, the mines are owned by the Chineworth company, and all their ore comes from this town.
Dungannon- A Minor trading post mostly used for rest by travelling ships.
Durnatel- A major trading post for trading with gnomes, which provides a fine place for merchants to meet and secure items made of the strange, mysterious gnomish ore that is mined from under the sea.
Tergaron- A small fishing village, it boasts to have some of the most beautiful human women in the world. But some truth might be in this, since despite a massive guard presence, raids have been attempted against this town more than once.
Crufeustead- Despite humble beginnings as a small fishing village, Crufeustead has grown into a massive, wonderful trading port. Sealife that is pulled in by the fishing ships garner the town roughly 200% profit with the merchant traffic that comes through for goods.
Plubugan- The largest port of the entirety of Islud, with a massive military presence that patrols the waterways of the country. Humans thrive here as well as the melee weapons crafted by its blacksmiths. A large amount of taverns and brothels make it a favorite stop by any sea farer.
Porthaethwy- A seaside fortress that provides a training ground for all of Islud's soldiers and sailors. They are always having a naval practice drill of some sort or another, and ships require special permission to pass through the sea area that is controlled by this city.
Non Playable Races
Illithids
Ogres
Trolls
Bugbears
Owlbears
Dragons
Mermaids
Sirens
Harpies
Kobolds
Gnolls
Beholders
(Any other races to be applied for characters must be approved before your CS is created)
Factions
The Dwarvish Empire of Kevros: A powerful nation made by intelligent and masterful creators. They use large ships built by their best ship craftsmen. They even reinforce them ships with iron armor. They are currently at peace.
The Allied Cities of Ilsud: These people of varying races have banded together to keep themselves from becoming oppressed under a imperial thumb. They are craftsmen warriors farmer and everything inbetween.
The Chineworth Company: A large company consisting of manufacturers miners merchant vessels, and even privateers.
Sunburst Trading Company: A company of merchants and privateers who while have a reputable business, are sometimes just as bad as pirates when it comes to competition.
Ashur’s Ventures: Ashur being a old one eyed orc started a mercenary company of sorts that runs everything from protection to hunting down trouble pirates. He pays okay, but he tells people they should probably salvage what they can on their runs.
Black Shield Boomers: A company of Privateers that have some very fancy ships. They hunt down pirates and even do a little pirating themselves on the side… Don’t say that to their faces though.
ANY QUESTIONS?! Feel free to ask!