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Campaign Setting - Vaults of Pandius

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Tyche who are associated with luck and good<br />

fortune.<br />

Settlements <strong>of</strong> Note<br />

Jagged Edge (pop. XXX): A longboat<br />

commanded by Captain Brydd Kereph, the<br />

Jagged Edge is <strong>of</strong>ten towed by four slender, green<br />

scaled sea serpents. The creatures obey the<br />

commands <strong>of</strong> Captain Kereph and can be<br />

instructed to pull the ship, or set loose to flank an<br />

enemy vessel. Brydd can trace his family line<br />

back to some <strong>of</strong> the original rebels who threw <strong>of</strong>f<br />

the yoke <strong>of</strong> Mogreth nearly 100 years ago.<br />

Tephren (pop. XXX): Set along the eastern shores<br />

<strong>of</strong> Corsair Isle, Tephren is the meeting place <strong>of</strong><br />

the Founding Fathers, and serves as the “capital”<br />

<strong>of</strong> the nation. The city has a naturally deep<br />

harbor, but is surrounded by jagged reefs and<br />

sand bars. No light houses or other man made<br />

wonders mark the way into the harbor, so those<br />

sailing there must know their way or risk running<br />

aground.<br />

Khomarj (pop. XXX): A small village between<br />

Tephren and the Island <strong>of</strong> the Makers, Khomarj is<br />

the home <strong>of</strong> a band <strong>of</strong> intrepid fishermen brave<br />

enough sail the nearby waters. Monsters and sea<br />

creatures <strong>of</strong> all types abound near here, and it is<br />

to Khomarj that many aspiring sea captains visit<br />

to test their skills at controlling the creatures <strong>of</strong><br />

the deep.<br />

Appearance and Dress<br />

A temperate climate coupled with warm northern<br />

currents mean that folk living on these islands<br />

rarely need to bundle up in anything warmer than<br />

short breaches and a light tunic. Sandals are the<br />

norm when on shore, but at sea most Corsairs<br />

walk bare footed to better grasp the deck <strong>of</strong> their<br />

boats. There is little difference in the dress<br />

between men and woman, although women prefer<br />

clothing that accentuates their figures. Both<br />

sexes adorn themselves with jewelry and will<br />

<strong>of</strong>ten accentuate their clothing with brightly<br />

colored scarves and belts.<br />

Weapons and Armor<br />

Light weapons are the norm aboard ships, with<br />

clubs, bronze daggers, and short swords being<br />

favored for hand to hand combat. Short spears<br />

and javelins are popular during boarding actions,<br />

and shields are rarely carried. Weapons crafted<br />

by the elves across the seas or by the Makers on<br />

the island next door are highly sought after<br />

commodities, and only the most bold, or most<br />

lucky, possess one.<br />

Foreign Relations<br />

Corsair ships are a bane to merchants in the<br />

southern seas. They attack Mogrethian interests<br />

in the Dawn Sea as well as the few merchant<br />

ships that make port in Gromhyeld in the<br />

Shimmering Lands. They have as little love for<br />

the dwarven slavers as they do for Mogreth itself,<br />

and slaves liberated by the Corsairs are always<br />

given the opportunity to join the pirate’s crews.<br />

Settlements along the coasts <strong>of</strong> the Frontierlands<br />

may be either friendly ports or targets for raids,<br />

depending on the settlement’s wealth and<br />

allegiances. Many have deals with certain<br />

Corsair captains, promising them safe haven in<br />

return for support against hostile neighbors when<br />

needed. Few Corsairs sail as far as Taymora,<br />

though those that do find fat, though well<br />

defended, targets for their raids.<br />

Maker presence on the Isles is limited, but always<br />

welcome. Most respect and fear the Makers and<br />

the wondrous feats they perform, but few have<br />

forgotten the role the Makers played in liberating<br />

their ancestors. Elves and their merchant ships<br />

are also a welcome sight in the ports <strong>of</strong> the<br />

Corsairs, though on occasion an unscrupulous<br />

pirate captain will attempt to liberate the elves<br />

from their wealth.<br />

The Dawn Corsairs may have dealings with folk<br />

in the Dawnlands as well, though how such folk<br />

react to them is highly variable. Of the Inti and<br />

Urzud, the Dawn Corsairs know very little, and<br />

they sail in very different waters from their<br />

Antalian counterparts in the north.<br />

Adhuzans are ill trusted by the elves and Makers<br />

alike, and the Dawn Corsairs give them a wide<br />

21

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