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Voyager Overview

The "Voyager" Campaign Notes

Goal: To get across N'Galt to the “civilization” of Rota.

Races: Human recommended. All others require special permission.

Classes: Barbarian and Paladin are discouraged (don't fit the society). Wizards will require altered rules for spellbook usage (see below).

Skills: New Language Rules - see below. No other changes.

Feats: No changes

Spells: Most low level spells OK (unless they have an obvious elemental special effect). 2nd and higher will often have differences. Gradually, as time goes by, spellcasters will be able to adapt to the changes for many spells (elemental ones will always be troublesome).

Equipment: This is the key to the campaign. All players must maintain a detailed list of everything your character carries - and how much it weighs. In addition, each character may include two line items on his/her equipment list that will be filled in at a later time. These will represent things that were likely to have been brought along - but we (as 20th century weaklings) didn't think about it.

Possible PC types (if you still need some inspiration):

  • Superior rich kid - Believes the world rewards hard work, therefore his family works hard.
  • Idealistic rich kid - Believes the world punishes abuse of power, therefore his family will perish and die (eventually). Prefers not to share their fate.
  • Spoiled rich kid - “Me! Me! Me!” - doesn't really think much
  • Poseur - Not really rich, but wants to fit in
  • Nouveau-riche - Doesn't fit in, but doesn't care that much
  • Humble middle-class - Actually *does* work for a living

Learning new spells in the wilderness:

Wizards:

  • Gets 2 spells each new level (PHB p.155).
  • Takes one day / spell to learn these new spells (DMG p.41)
  • Does not take time/money to write into book (PHB p.155)
  • For other spells:
  • Takes one day + one day / spell level to write in book (PHB p.155)
  • Costs 100 gp / page (2 pages / spell level)

Bards:

  • “… gain spells each time they attain new experience levels and never gain spells any other way.” (PHB p.156)

Conclusion: Spellcasters will get their spells for a new level without restriction. However, due to resource and time restrictions, it is impractical for Wizards to copy spells into their spellbook other than the ones they get at new levels.

World Kingdoms and Religions:
Blanan Dwarven Well preserved, but isolated
Resh Sumerian Everyone and everything is dead
Backbone Egyptian Recovering and repopulating slowly
Lowland Greek Still held by orcs
Pleven Elven Orc wilderness; All the elves are gone
Spindrift Celtic Each island has formed its own government
Rota Norse Well preserved; The most powerful kingdom left
Farflen Elven The remaining “civilized” elves
Teleme *mixed* The natives are getting restless
Arela African Well preserved; no impact from the wars
Dumaka Oriental Move along. Nothing to see here.
Sea of Sand Elementals Well preserved
Grugach Elven “Wild” elves. Wars had no impact on them
Dyanaî *unknown* Coastal indians (the “friendly” ones)
Ouraî Central American The natives in Teleme; starting to rebel

Teleme (also known as "The Southlands"):

The people of the Southlands migrated from northern Thentao (primarily Backbone). They conquered the natives, but slowly adopted more and more of their customs. Now, the language they speak is hard to understand to a native Backbonian - much like the Afrikaans.

The society is very legalistic - a traditional that developed because of the disparate ruling families and their need to stay together to keep the natives in check.

N'Galt (also known as "The Eastern Continent"):

With the exception of the kingdom of Rota (on the west coast), the continent of N'Galt is infested with “barbarians”. It is well populated, but avoided by the “civilized” peoples due to its unnaturally low magic levels.

Despite this, about thirty years ago, an enterprising pair of mages built the resort at Luyu and connected it to the capital city in Teleme via an impressive portal. Now, it is a popular vacation destination for the rich and powerful.

Recent World History:

  • 900's - Teleme populated by settlers mainly from Backbone and Lowland
  • 1092 - Orcs take over Lowland (beginning of wars)
  • 1095 - Storm cloud™ appears over Lowland
  • 1102 - Natives attempt (and nearly succeed) with rebellion in Southlands
  • 1104, June 26 - All in Resh are killed by a psychic shock of unknown origin
  • 1104, Dec 30 - Dark Mage topples rulers in Teleme; Undead swarm city
  • 1104, Dec 31 - Dark Mage sends telepathic broadcast to kingdom of Rota
  • 1104, Dec 31 - King Erle II of Teleme killed and imprisoned in Storm Tower
  • 1105, Jan 1 - Dark Mage's undead fleet leaves Teleme
  • 1105, Jan 4 - Storm Cloud expands to Rota and most of the world (It does not reach as far south as Teleme, nor as far east as the resort)
  • 1105, Jan 8 - Defeat of the Dark Mage at Resh; Great Map broken
  • 1105, June 24 - Repopulation of Backbone begins; city renamed to “Edric”
  • 1106, Spring - The Dwarves in Blanan are awakened
  • 1106, May 25 - The council of wizards convene
  • 1108, Jan 31 - The magic changes - Voyager begins…

Placenames that may or may not be important:

  • Dyanaî (d.YAH-na-ee) = Name for the natives that live near the resort
  • Honovi (ho-NO-vee) = Goblin tribe to the south
  • Luyu (LOO-yoo) = Dyanaî name for the resort
  • Ouraî (o-RAH-ee) = Southlands Natives
  • Teleme (teh-LEM) = Proper name for “The Southlands”
  • Telemi (teh-LEM-ee) = The people and language of Teleme
  • Arela (ah-REL-uh) = “The Marsh People”
  • Dumaka (doo-MAH-kah) = Orientals
  • Etenaî (ay-TAY-na-ee) = Plains Indians (central N'Galt)
  • Comani (ko-MAHN-ee) = Nomads (south-central N'Galt)
  • Baka (BAH-kah) = Barbarians near the Lake of Serpents
  • Songan (SOHN-gahn) = Native name for “The Lake of the Serpents”
  • Fadil (FAH-deel) = Nomads that live in the Sea of Sand (central Thentao)
  • Lise (LEE-se) = Main river in Dyanaî territory
  • Lomasi (lo-MAH-see) = Prominent tribe on the north coast (Rain King)

Famous people from Teleme ("The Southlands"):

  • Sandra Middleham (psionic precognitive) - Played a central role in the defeat of the Dark Mage in 1105 (three years ago). Moved to Rota(?)
  • Tylden - Member of the council of wizards. Whereabouts unknown.

Language charts:

  • The “civilized” Languages:
    • Resh / Backbone (1 point similarity with each other and Telemi)
    • Telemi (“The Southlands”) (1 point similarity with Resh/Backbone/Lowland)
    • Lowland (1 point similarity with Telemi)
    • Spindrift
    • Rota
  • The Southern Thentao natives:
    • Ouraî (Telemi Natives)
    • Arela (“The Marsh People”)
    • Dumaka (“Orientals”)
    • Fadil (central Thentao nomads)
  • The N'Galt natives:
    • Baka (“Lake of the Serpents” Barbarians)
    • Etenaî (Plains Indians) (1 point similarity with Comani)
    • Comani (Plains Indians) (1 point similarity with Etenaî)
    • Dyanaî (Coastal Indians)

Language Rules Modifications:

There is no such thing as “Common” tongue. The Human languages are detailed in the list below. Non-human languages are the same as in Table 4-6 on page 74 of the Player's Handbook.

Communication between two people with no common language is not necessarily impossible. It depends on the similarity of the languages and the results of a Speak Language skill roll (using the following table).

DC Task
10 Simple conversation
15 Fluent conversation
20 Completely fluent with accent
25 Native accent
  • 1 point of similarity between the languages give a +2 to the roll
  • 2 points of similarity gives +5 to the roll

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voyager_overview.1183323360.txt.gz · Last modified: 2017/05/27 18:48 (external edit)