The Razor's Edge
Sinister Adventures in Western Svimozhia  
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Campaign Summary
Campaign created Saturday, September 5, 2009 09:07:23 PM by Mastermind

D&D/Pathfinder Game set on the Western coast of Svimozhia in the world of Tellene (Kingdoms of Kalamar).

From humble beginnings the heroes make their mark on the Razor Coast
Campaign Description
The year is 1044 YK in the Brandobian Calendar, 374 years since the coming of Minzoh (Svimozhia Reckoning).

In the last decade Port Shaw has seen invasions both mundane and diabolical. Once it was a slave depot for the Pel Brolonese before it was conquered by the Kingdom of Mendarn. For a few years it was on its way to becoming a shining beacon on the wild coast of Western Svimozhia, akin to the free city of Bronnish to the north, but five years ago, the light was extinguished with the death of Simon Trafalgar, paladin of the True crushed in the tentacles ofe demon-kraken Hargathoa..Port Shaw was saved but soon in the despair the followed the aftermath of the demonic invasion from the sea, the town submerged back its traditional mire of scum and villainy.

Today, more and more strangers arrive in Port Shaw every day, and their great ships choke the harbor and poison the seas with blood and suffering. The other spirits of the seas wither with each passing day. The newcomers hunt the Whale to near extinction soaking the shores in his holy blood. They chase Grandfather Turtle from his beaches, and their great mile-long fishnets drown Dolphin by the scores. With the other spirits of the sea dwindling, the time of the Shark returns...

Meanwhile, the Dejy tribes of the Vohven Jungle grow restless, the normally friendly Tulita point at volcanoes that dot their islands and warn of Pele's wrath, and while trade is maintained with the warlike nation of Ul-karg, they grow ever belligerent at sea and in the interior, not to mention Pel Brolonnese privateers scouring the waves for a quick indulgence in piracy...

Fun times indeed are in store for heroes who would treat in the sinister city...

***
Character Concepts:
Pathfinder Rules. All races, and core classes are available, but note that Kalamar employs cultural divisions among the races. I would like to go Heroic here.

Use the 25 point buy (Table 1-1, pg 16, PfCR).
If you can roll in my presence, we might be able to use the 2d6+6 ability score generation system,

Also, my idea for the campaign start and the adventures is kind of harsh, so we will start characters at 3rd Level. However, DO NOT buy equipment.

In addition to the normal number of feats, I am also giving a bonus feat at first level to all characters. That feat must have the [Regional] or [Racial] tag however. In addition a player may take a general trait. The Regional/Racial feat is in lieu of a campaign trait.

Human Cultural Groups: Svimozhia, Brandobian, Dejy (Tulita) are predominate with sub groups for each of these.*

Other races available: Kargi (Hobgoblins), Sil-karg (half-hobgoblin), lizardfolk, tiefling*

*see Campaign Information for more information and changes of the racial templates to reflect Pathfinder paradigms
Quick Ref.
GM
( Mastermind )
Last Post: 3 weeks ago
Status: Busy. Delays. Apologies
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