Tales of Inklu-Naid
- Captain_Blood
- Level 5: Delver
- Posts: 243
- Joined: December 10th, 2018, 10:21 pm
So this will be where I post the link for everyone to join in our new C&C game. For reference I'm posting all the info I put into our shared text.
Start time is 9 PM Eastern on Friday April 3, 2020
After playing around with several options I settled on roll20 to start with. Please use the link to join: You will be adventuring on a large island at the frontier of civilization. The climate is equatorial tropical, with large variances in terrain. There is one town/fort that can be considered civilized in the area. The time period is roughly equivalent to the earliest part of the Age of Discovery. So anything more complex than 1400 AD should be avoided. the area you arriving in has been established because it's rich natural resources are mostly unspoiled and transport via ship to the main lands is rather efficient. That's what you know.
Make a 2nd level character, or two if you worried you'll need a quick backup. Race, class, background, and equipment are up to you. Standard race biases and adjustments apply. Use standard starting funds to outfit yourself. Your previous spoils have been used to secure passage to this new unspoiled wilderness.
Q & A
Is the basic culture one with an established social order?
Where you are things are very fluid. Think Deadwood, ND during the gold rush. There is law and order to an extent, but this is mostly unclaimed territory. No sovereign yet holds sway over the land.
What classes are allowed
Anything from the PHB plus the Archer and Magic-User from the Adventurer's Backpack.
Can we use class-and-a-half rules
Yes
How do we generate stats
3d6 assign as desired
Start time is 9 PM Eastern on Friday April 3, 2020
After playing around with several options I settled on roll20 to start with. Please use the link to join: You will be adventuring on a large island at the frontier of civilization. The climate is equatorial tropical, with large variances in terrain. There is one town/fort that can be considered civilized in the area. The time period is roughly equivalent to the earliest part of the Age of Discovery. So anything more complex than 1400 AD should be avoided. the area you arriving in has been established because it's rich natural resources are mostly unspoiled and transport via ship to the main lands is rather efficient. That's what you know.
Make a 2nd level character, or two if you worried you'll need a quick backup. Race, class, background, and equipment are up to you. Standard race biases and adjustments apply. Use standard starting funds to outfit yourself. Your previous spoils have been used to secure passage to this new unspoiled wilderness.
Q & A
Is the basic culture one with an established social order?
Where you are things are very fluid. Think Deadwood, ND during the gold rush. There is law and order to an extent, but this is mostly unclaimed territory. No sovereign yet holds sway over the land.
What classes are allowed
Anything from the PHB plus the Archer and Magic-User from the Adventurer's Backpack.
Can we use class-and-a-half rules
Yes
How do we generate stats
3d6 assign as desired
“May have been the losing side. Still not convinced it was the wrong one.” -Malcom Reynolds
- Captain_Blood
- Level 5: Delver
- Posts: 243
- Joined: December 10th, 2018, 10:21 pm
Opening info for your first adventure
The world of Airdhe once ruled by the dark god Unklar has emerged into a new age. Unklar has been force into the void by his brethren, but his worshipers still gather in the dark places seeking a way to open a gate for his return. Meanwhile new civilizations have risen and spread across the land. Wilderness abounds, but so does opportunity!
It is not far from the Northern coast of Inklu Noid, a little explored area South of the Amber Sea, that your town sits. Built on a river in an area reported to be rich in silver and gems; many people have recently immigrated hoping to dig their fortune out of the unclaimed territory. A small but growing port is your link to the greater cities in the North, but in this area there is no larger town than your new home for at least a hundred miles.
Today the town is abuzz with two events of significance. Quintog Padley, one of the dozens of prospectors who have found their way here has claimed to have discovered a giant vein of sliver! The second bit of news is that Quintog Padley is dead. He was apparently murdered in the most bizarre fashion. No one seems to know for certain what happened, but all the rumors agree his body was found mutilated in a most grisly fashion. The murderer is known, and has fled into the jungle surrounding the town. Sheriff Ralston Gale, the only person enough people could agree on to do nothing enough of the time to be given the post is uncharacteristically determined to track the fugitive down and bring him in. He's called upon all able bodied individuals to form hunting parties to track down the guilty party and return him to town... alive. Most importantly a hefty reward has been offered to whoever delivers first. This is what has brought all of you out to the town square today...
The world of Airdhe once ruled by the dark god Unklar has emerged into a new age. Unklar has been force into the void by his brethren, but his worshipers still gather in the dark places seeking a way to open a gate for his return. Meanwhile new civilizations have risen and spread across the land. Wilderness abounds, but so does opportunity!
It is not far from the Northern coast of Inklu Noid, a little explored area South of the Amber Sea, that your town sits. Built on a river in an area reported to be rich in silver and gems; many people have recently immigrated hoping to dig their fortune out of the unclaimed territory. A small but growing port is your link to the greater cities in the North, but in this area there is no larger town than your new home for at least a hundred miles.
Today the town is abuzz with two events of significance. Quintog Padley, one of the dozens of prospectors who have found their way here has claimed to have discovered a giant vein of sliver! The second bit of news is that Quintog Padley is dead. He was apparently murdered in the most bizarre fashion. No one seems to know for certain what happened, but all the rumors agree his body was found mutilated in a most grisly fashion. The murderer is known, and has fled into the jungle surrounding the town. Sheriff Ralston Gale, the only person enough people could agree on to do nothing enough of the time to be given the post is uncharacteristically determined to track the fugitive down and bring him in. He's called upon all able bodied individuals to form hunting parties to track down the guilty party and return him to town... alive. Most importantly a hefty reward has been offered to whoever delivers first. This is what has brought all of you out to the town square today...
“May have been the losing side. Still not convinced it was the wrong one.” -Malcom Reynolds
- Ancalagon
- Level 8: Noble
- Posts: 1689
- Joined: December 5th, 2018, 5:42 pm
- Location: Bellevue, NE
Any problem with PCs being native to Inklu-Naid? I'm thinking of having my PC be a Naida tribesman. No worries if you prefer the PCs to be from elsewhere.
“Once you give a charlatan power over you, you almost never get it back.” - Carl Sagan
- Captain_Blood
- Level 5: Delver
- Posts: 243
- Joined: December 10th, 2018, 10:21 pm
If you want to be native to Inklu your going to be restricted to the more barbaric classes. Specifically Barbarian, Druid, Ranger, or Rogue. The current level of civilization does not support anything more advanced. Any Inklu rogue will not have the open locks ability until after reaching level 3 and having sufficient exposure to advanced civilization (ie. locks more advanced than a wooden bar).
“May have been the losing side. Still not convinced it was the wrong one.” -Malcom Reynolds
- Necron 99
- Level 8: Noble
- Posts: 2036
- Joined: December 5th, 2018, 1:43 pm
- Location: Jacksonville, FL
Some general "player" knowledge (out of character) for those who might not have the Codex of Aihrde.
Map:INKLU-NAID
Climate: Its climate is tropical with cold climates only in the highest reaches of the mountains.
Landmass: This continent consists of deep jungles and a great plateau of mountains. It is separated from the Aenochian mainland by the Dwarven Anvil, the violent straits that divide the Wilston and Amber Seas.
Populace: For the most part this landmass is occupied by men. The Inklu dominate but the Naid and some scattered remnants of Aenochians and Ethrum dwell here. There are almost no dwarves or halflings, but elves and gnomes are found throughout the jungles. There are humanoids; some wild orc tribes and many lizard men and troglodytes have lands here, with some dwelling in large kingdoms.
Mythology: Wild and strange monsters dwell here, exotic and beyond the reckoning of the men of the north.
History: Inklu-Naid has a long history of habitation, starting with the great tribes of the Inklu and the Naid. The Aenochians and Ethrum built colonies, and waged war and the like upon the northern coasts. In times past the dwarves of Alanti built colonies and trade centers here, but the Winter dark left much of these lands in ruin and only now are the island societies slowly recovering. Kingdoms dot the northern coasts, the most powerful ringing the Amber Sea. Jungle covered ruins mark the places where great cities once stood and if any of the peoples retain the knowledge and wealth of their ancestors they have hidden themselves in the deep jungles.
“He found himself wondering at times, especially in the autumn, about the wild lands, and strange visions of mountains that he had never seen came into his dreams.” - Fellowship of the Ring, J.R.R. Tolkien
- Ancalagon
- Level 8: Noble
- Posts: 1689
- Joined: December 5th, 2018, 5:42 pm
- Location: Bellevue, NE
Copy dat. A traveller from distant land I shall be! :wink:Captain_Blood wrote: ↑April 2nd, 2020, 7:05 pm If you want to be native to Inklu your going to be restricted to the more barbaric classes. Specifically Barbarian, Druid, Ranger, or Rogue. The current level of civilization does not support anything more advanced. Any Inklu rogue will not have the open locks ability until after reaching level 3 and having sufficient exposure to advanced civilization (ie. locks more advanced than a wooden bar).
“Once you give a charlatan power over you, you almost never get it back.” - Carl Sagan
- Captain_Blood
- Level 5: Delver
- Posts: 243
- Joined: December 10th, 2018, 10:21 pm
Link to game in Roll20 posted above in my first post.
“May have been the losing side. Still not convinced it was the wrong one.” -Malcom Reynolds
- Necron 99
- Level 8: Noble
- Posts: 2036
- Joined: December 5th, 2018, 1:43 pm
- Location: Jacksonville, FL
Should be fine with me, but that would mean Jared starts at 6pm, not sure if that's too early for him.
“He found himself wondering at times, especially in the autumn, about the wild lands, and strange visions of mountains that he had never seen came into his dreams.” - Fellowship of the Ring, J.R.R. Tolkien
No problem if it's a Saturday or Sunday. Otherwise I'm likely to be tardy to varying degrees.
Was indeed awesome to game with all yall again! Cheers for taking up the reins, Sam! Definitely looking forward to the next session.
Aye,
Wesley