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Snowshoe2

Random Caves Notes

Oct 8th, 2017
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  1. Parthia
  2.  
  3. Parthia was a highly prosperous country, but has fallen on hard times due to the excessive length of their war with the Scythians. They have no lack of land ripe for cultivation, but are rapidly running out of people to farm the land. The hilly plains that make up most of Parthia's land used to be heavily farmed, and the abundance of food they provided was the reason for Parthia's status as one of the most magically advanced countries in the world.
  4.  
  5. Over the last 60 years, the Parthian-Scythian war has decimated the Parthian economy. Due to the vastness of their country and low population for the amount of space they occupy, Parthia is poorly suited to war in spite of their magical superiority over Scythia. A few extra mages does not make up the difference between Parthia's militia and the well-oiled war machine that is Scythia.
  6.  
  7. Parthia was founded only a few hundred years ago, a result of the union of a number of smaller pioneer nations banding together in a bid for peace. This led to a massive imbalance of population and land owned, with huge swathes of territory that once served as battlegrounds or sites of border tension now serving as large stretches of farmable terrain.
  8.  
  9. The Parthian economy prior to the war primarily focused on the creation of magical items and tools, and this history is still visible in the construction of Parthian cities. Most buildings were not constructed directly by hand, but through the use of magically shaped earth, stone, and wood. As such buildings in Parthian cities tend to form solid structures with no visible lines for the placing of bricks or logs, instead forming a solid, sheer surface. In the past, master artisans would inscribe a family's sigil above the door of their home, with this sigil being magically replaced when a new family moved in. A few years into the war this tradition largely stopped due to the conscription of mages by the Parthian military, and most old sigils have been chiseled out and replaced or simply left alone.
  10.  
  11. Parthia's southern swamp is home to a host of Grippli, the sister tribe to a larger host that live throughout the desert of the Singing Sands. Recent years have seen a few of the more magically gifted members of the swamp tribe conscripted by the Parthian military, and while their unique brand of magic has been used to great effect, diplomatic relations with the Grippli have suffered as a result of the kidnapping of their shamans. The Grippli are a part of Parthia in name only, and their swamp is largely considered a wild territory.
  12.  
  13. Parthian troops, though generally inexperienced, exercise very different strategies in battle when compared to other nations at a similar tech level. Due to the prevalence of mages, a good chunk of Parthia's ground forces are able to enter battle heavily fortified with protective enchantments, greatly increasing their survivability and lowering their risk of mortal injury in the battlefield. The Parthian military emphasizes the importance of each soldier as an asset to the nation, mostly due to their low number of troops and the almost complete lack of anyone left to recruit.
  14.  
  15. Parthian troops are frequently mounted due to the majority of their country being large, flat territory easily traversed by horse. This has served them well in the campaign against the Scythians, as the desert terrain of most conflicts is still well-suited to travel by horse, but their reliance on cavalry has exacerbated their already serious logistics issues. While a Parthian force would normally be at an advantage battling Scythian troops in the desert, they are limited to travelling only a few days from their capital of Domava, eliminating much of their advantage.
  16.  
  17. Parthia is ruled by King Alaric the third, a man in his early forties rendered much older by the stress of ruling the nation. Alaric rarely leaves his home, and never without being protected by as many layers of illusions as he can reasonably have placed to hide his sickness.
  18.  
  19. Alaric is as good a man as can be expected of someone in his position, and while he views the war with Scythia as ultimately futile, he continues the fight in the hopes that he will find a way to save some part of Parthia's history. The decisions he's made to continue the war as long as possible haunt him, and while he believes evacuating Parthia into the Caves is the best chance they have of survival, he views the losses taken by the nation under his direction as unacceptable. Despite this, he works to maintain a public image befitting a king.
  20.  
  21.  
  22. Grippli
  23.  
  24. The Grippli are a tribal race of small frog-people that occupy the swamps to the south of Parthia. Their unique biology and physiology makes them uniquely suited to thriving where most other races would struggle to survive.
  25.  
  26. Grippli society is very loosely held together in tribes, with each tribe being headed by a shaman (A shaman/our shaman, lowercase, distinct from Shaman, who presides over both the desert and jungle Grippli as a whole). Each shaman handles the rearing of Grippli children and directs the tribe when necessary. Grippli are intensely matriarchal, although there are no significant physical differences between a female and male Grippli. Grippli tend to have trouble adopting to human social customs, where leadership is a traditionally male role, and will frequently consider the wife or closest female adviser to be the true leader.
  27.  
  28. Despite the isolation Grippli generally live in, they are highly social creatures when together in groups. Grippli social gatherings are generally very loud, and are in fact responsible for the name of the Singing Sands. Grippli re-tell their histories and stories through their songs, and Grippli language is particularly well adapted to this type of social record keeping. This does lead to some strange lingual tics in most Grippli who learn common, mostly involving tenses and first/third person pronouns.
  29.  
  30. While most Grippli have a small magical knack, only a few develop it into full-blown spellcasting. Shamans for the most part are capable casters, and there will usually be one or two others in a tribe. The Parthians have within the last few years taken advantage of this, and a number of Grippli have been abducted by Parthia for conscription into the military. So far the Grippli have proven to be effective healers and defensive casters, but their offensive abilities leave much to be desired.
  31.  
  32. While in the past the Grippli have been largely open to socialization with outside races, the recent abductions by the Parthians have led them to be much more reticent than before. Those who had good relations with the Grippli beforehand are still able to communicate with them, but outsiders are now generally unwelcome, met with silence at best and a hail of arrows and spears at worst.
  33.  
  34.  
  35. Okri
  36.  
  37. Okri was among the first wave of Grippli kidnapped from the swamp by the Parthian military. Since his capture he's completed his training as a ranger (although he is mostly self-taught) and now serves as a pathfinder and scout for detachments of the Parthian military. His wolf, Tand, came to him during his time in the swamps and followed him to Parthia after his capture. Tand has had one of his eyes removed and replaced with a scrying orb in the form of a glass eye, allowing the Parthian government to track Okri and Tand's location wherever they go. This has rendered Tand completely blind on one side and drastically reduced his ability to survive in the wild, while also making him very hostile to humans in general.
  38.  
  39. Despite their less than ideal circumstances, Okri maintains a positive outlook on life. While he's heavily adapted towards life in the swamps, he enjoys the travel that he's experienced as a part of the Parthian military. Okri fights almost exclusively with a bow, a holdover from his time in the swamps when most of his fighting and hunting was done from trees. He has very slight magical skill, but he has little control over it.
  40.  
  41. While Okri would like to be freed from the control of the Parthian military, he doesn't have any specific desire to return to his people. He loves to travel and see the world, and while he'd eventually like to return, he doesn't view this as a time-sensitive goal. He just wants to have time to tell his story when he does go back, however far into the future that may be.
  42.  
  43. -Cheerful
  44. -Wolf companion named Tand
  45. -Very minor divine magic
  46. -Adapted to forests, not caves
  47.  
  48.  
  49. Wyatt
  50.  
  51. Wyatt was one of Parthia's greatest heroes in the battle against the Scythians. Wyatt's career is long and storied, and he's had a hand in every Parthian conflict of consequence within the last thirty years, whether it be ensuring that supply caravans reach their destination unmolested or leading the charge himself. Since his injury in the battle of Helena almost two years ago, Wyatt has disappeared from the public eye, only recently reemerging as the leader of Parthia's expedition to the Caves. His presence is likely one of the major reasons that the effort has as much support as it does among the Parthians.
  52.  
  53. Following Wyatt's paralysis, he put his mind to work attempting to overcome his disability for almost a year, persevering despite an almost complete lack of improvement. During this time, Wyatt learned of an experimental technology being pioneered by a Scythian wizard in an attempt to allow injured Scythians to return to the battlefield despite crippling injuries. Coeus Velen was contacted by Parthian spies and voluntarily defected from Scythia, and now accompanies Wyatt on his travels to ensure that his prosthetics continue functioning properly.
  54.  
  55. Wyatt, for his part, has adapted well to his new limbs, although his combat performance remains impaired. His entire left arm below the shoulder and left leg below the hip have been replaced by a magical mechanical apparatus that allows him movement that, though limited, is far greater than after his paralysis. Wyatt never appears in public wearing anything that exposes his limbs for this reason, although he passes this off as being because of his standing in the Parthian government.
  56.  
  57. Wyatt still walks with a slight limp, and his ability to grip with his left hand is impaired. Interaction with any form of antimagic renders him unable to move the left side of his body at all, unless Velen has taken specific precautions against dispelling in the last few hours.
  58.  
  59. -Proud, to a fault
  60. -Loyal to the death
  61. -Not afraid to socialize with those he leads
  62.  
  63.  
  64. Coeus Velen
  65.  
  66. A gifted engineer and wizard, Coeus is the mind behind Wyatt's continued ability to move. While Velen himself is not especially likeable, doubly so because of his status as a Scythian, he's not especially easy to dislike either. Velen is devoted to his work, a true student of magic, engineering, and how they can work together to better the body of man. Velen generally avoids contact with the other members of the caravan, although he has made his services as a wizard available when necessary.
  67.  
  68. Velen isn't particularly devoted to Parthia as a nation, but appreciates their allowing him to continue his research and the resources they've given him access to. He fears retribution from Scythia for defecting, but he knows he's probably too far away for them to be able to touch him, at least for now.
  69.  
  70. Velen specializes in transmutation magic, and is very good at what he does. He's also unexpectedly skilled with medicine, although his capacity for healing is limited to the mundane.
  71.  
  72. -Obsessed with his work
  73. -Still values morals
  74. -Loyal to Wyatt, if only because he wants to continue his work
  75.  
  76.  
  77. Random Notes
  78.  
  79. Hearth tunnels:
  80. A is lifeline
  81. B is bugs
  82. C is mine
  83. F is tomb
  84.  
  85. Maegan's dragon is named Cedwyn
  86.  
  87. CLW wand zapped 4 times
  88. Stone shape wand zapped 4 times
  89.  
  90. Con damage:
  91. Ana: 7
  92. Dardanos: 5
  93. Melodie: 6
  94. Vauhan: 3
  95. Yahto: 5
  96. Skritch: 2
  97.  
  98. Terrance Fisher - Guy who called Dardanos out in front of all his new dudes he's supposed to lead. Said he doesn't trust Dardanos until he gets everyone through this without anyone dying. Building barricades.
  99. Merchant's name is Edgar Carroway, ifrit, wyatt's nephew. His brother is Ris Carroway, they're both Ifrits.
  100.  
  101. Laurent is a dragon, descendent of bahamut's seventh son.
  102. Geraint is his dead friend from the icy cavern, a white dragon
  103. Gareth is a blue dragon, helped Yesab with plant stuff and can shapeshift. Laurent's son.
  104. Ector is a red dragon and in charge, sort of. Speaks Parthian.
  105. Caelia is the gold, daughter of Bahamut's firstborn
  106.  
  107. Door to Tomb:
  108. Sealed by order of the seventh. Time cleanses all.
  109.  
  110. Yesab's books in Aklo: Book on effects of portals from other planes, book on shadow magic (in draconic), book on summoning rituals, book on the plane of shadow
  111.  
  112.  
  113.  
  114.  
  115. BearShark: +7 fort save +7 to hit 1d8+10 damage, 15 AC
  116.  
  117. Perc: Valeska: +1
  118. Duty: +4
  119. Wird: +4
  120.  
  121. Languages:
  122. Wird: Common, Draconic, Goblin, Necril, Terran, Gnoll, Necril, Undercommon
  123. Yesab
  124.  
  125.  
  126. Fireball necklaces:
  127. Wird's: spent one 8d6, two 2d6, one 6d6
  128.  
  129. Scythians:
  130. Barb: 1d20+12 to hit 1d12+10 damage when not raging or power attacking
  131.  
  132. General's name is Howard Elam
  133. Tengu druid's name is Sayani
  134. High Inquisitor Samuel
  135. Soseel, half-elf sorcerer sent to aid the inquisition.
  136.  
  137. Mage:
  138. +1 dagger
  139. Spellbook containing a lot of spells (presumably including fireball)
  140. 3 scrolls of fireball
  141. Wand of fly
  142.  
  143. General:
  144. Adamantine full plate
  145. +1(?) Shocking battleaxe, you'd need to ID to be sure
  146. Magic belt you need to ID
  147.  
  148. Soldiers in the lifeline:
  149. 1k GP split among them all
  150. 400 arrows
  151. 20 longbows (1500)
  152. 70 longspears (350 GP)
  153. 100 chain shirts (10k GP)
  154. 20 greataxes (400 GP)
  155. One longsword (15)
  156.  
  157.  
  158.  
  159. Inquisitors:
  160. Fisher, human male
  161. Bordin, human male
  162. Ritus, half-orc male
  163. Shyzia, Catfolk female
  164.  
  165. Scrolls: Binding demons
  166. Portal to the abyssal plane
  167.  
  168.  
  169. Undead dragons: +16, +16, +11x3 to hit. Two claw attacks made twice, one bite.
  170. +10 will save
  171. 24 AC
  172. 1d 8+10 damage on claws, 1d6+10 on bites
  173.  
  174. Tomb civ name: Tetal
  175.  
  176. Gennaro Vittorio
  177.  
  178. Geraint's equipment bundle:
  179. Wing
  180. Vial of black lotus poison
  181. Digging claw (One of a pair)
  182.  
  183. We need a fire level
  184.  
  185. Lost dragon's names are
  186. Accolon, Brangane, Dagonet, Enid (White), Lunet, Ywain, Urien, Laudine, Iseult, and Cynric (White)
  187.  
  188. Pairs are: manny/mary
  189. Ashka/maegan
  190. Lex/arvio
  191. Vauhan/loyd
  192.  
  193.  
  194.  
  195.  
  196.  
  197. We made another room because I was drunk and goat was memeing about us needing another room so nacht made one
  198. We played:
  199. Heat street
  200. Car stealing
  201. Stealing nukes
  202. Mallcrashers one down
  203. Hotline miami
  204.  
  205. Restarted computer
  206. Compuiter wanted to update
  207. Computer wanted to connect to wifi but didn't
  208. Heard you had some impressions to make about women moaning
  209. I don't think you're gonna remember a lot tonight -doe
  210. Doe called me an idiot when I'm drunk
  211.  
  212.  
  213. Warhammer: +1, Cleaving (8300)
  214. Shortsword: +1 (2300)
  215. +1 Mithril Breastplate
  216. Mistmail: 2250
  217. The fine links of this +1 chain shirt form a pattern of roiling clouds.
  218. On command once per day, the wearer can transform it into thick fog that fills his space and provides concealment (20% miss chance) for 3 minutes. This mist moves with the character. Effects that disperse the mist or destroy it cause the armor to reform into its solid shape on the character’s body, as does speaking the command word or entering a place where the fog-magic doesn’t function (such as underwater). If the character tries to don another suit of armor while the mistmail is in fog form, it reforms at the character’s feet.
  219. Spined Shield: 5580
  220. This +1 heavy steel shield is covered in spines. It acts as a normal spiked shield. On command up to three times per day, the shield’s wearer can fire one of the shield’s spines. A fired spine has a +1 enhancement bonus, a range increment of 120 feet, and deals 1d10 points of damage (19–20/×2). Fired spines regenerate each day.
  221.  
  222. Amulet of natural armor +1 (2k)
  223. Heavyload Belt (2000)
  224. Deck of illusions (8100)
  225. Deadshot Vest (6000)
  226. Potion of Bear's endurance (300)
  227. 2 potions of invisibility (300)
  228. 4 oils of dispel magic (750)
  229. 3 potions of cure serious wounds (750)
  230. 2 oils of remove curse (750)
  231. Wand of floating disk(750)
  232. Wand of mage hand
  233. Wand of Compel hostility (750)
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