Campaign Setting - Vaults of Pandius
Campaign Setting - Vaults of Pandius
Campaign Setting - Vaults of Pandius
You also want an ePaper? Increase the reach of your titles
YUMPU automatically turns print PDFs into web optimized ePapers that Google loves.
made <strong>of</strong> bronze, while their armor is crafted from<br />
hides or cured leather. Maker champions are<br />
<strong>of</strong>ten gifted with enhanced powers by their<br />
masters, sometimes with their own limbs being<br />
replaced by magical weapons or the appendages<br />
<strong>of</strong> horrible monsters grafted to their bodies.<br />
Foreign Relations<br />
The Makers <strong>of</strong> Teknuria are private people, and<br />
living on their island home affords them a good<br />
amount <strong>of</strong> security as well as the seclusion they<br />
desire. Despite this, the Makers are not<br />
unfriendly, nor do they shy away from strangers.<br />
Even so, many <strong>of</strong> their neighbors suffer from a<br />
general feeling <strong>of</strong> unease whenever a Maker is<br />
nearby.<br />
Elves who sail the Sea <strong>of</strong> Dread <strong>of</strong>ten find a safe<br />
harbor in Teknuria. Elven merchandise is prized<br />
by the Makers, and even more so are the tales that<br />
the elves bring with them from the far corners <strong>of</strong><br />
the world. Less trust is placed in folk hailing<br />
from Adhuza, both above the surface <strong>of</strong> the seas<br />
and below, although Maker ports are still open to<br />
them.<br />
Maker support and patronage has been given to<br />
the peoples <strong>of</strong> the Corsair Isles ans well as to<br />
those who dwell in the Frontierlands. The<br />
Makers view these territories as necessary buffer<br />
zones between their own island home and the<br />
aggressions <strong>of</strong> nations like Taymora and<br />
Mogreth.<br />
With other folk, the Makers have little contact.<br />
Dwarves from the Shimmering Lands are rarely<br />
seen upon their isle, and Antalians and other<br />
northern folk are all but unknown in the warmer<br />
latitudes <strong>of</strong> the south. The Makers take a special<br />
interest in Urzud and the beastmen living there<br />
however, and expeditions are sometimes formed<br />
to replenish their beastmen breeding stock.<br />
Names<br />
Language<br />
The Makers speak a dialect <strong>of</strong> the Blackmoorian<br />
language which shares several features with the<br />
language <strong>of</strong> dwarves from the Shimmering Lands,<br />
as well as with certain elven dialects from the<br />
north.<br />
Character Classes<br />
Makers favor arcane crafts, and many spend<br />
decades perfecting their arts. Fleshcrafting is one<br />
<strong>of</strong> the more prestigious pr<strong>of</strong>essions, although<br />
several schools <strong>of</strong> focus exist on Teknuria.<br />
Merchants and tradesmen are also held in high<br />
esteem, and many <strong>of</strong> these actually travel abroad<br />
for extended periods <strong>of</strong> time.<br />
Martial talents are rarely developed in Makers,<br />
although many <strong>of</strong> their servants exhibit the<br />
required physical prowess for such positions.<br />
Beastmen are especially suited as warriors and<br />
peacekeepers, at least when they are under proper<br />
supervision.<br />
After 2300 BC<br />
Most <strong>of</strong> the island will sink in BC 1720, but some<br />
remnant will continue to exist throughout the<br />
years, later to be known as the island <strong>of</strong> Teki-<br />
Nura-Ria. After the island is inundated during<br />
the catastrophe <strong>of</strong> BC 1720, the twin volcanoes<br />
become less active. The Makers loose the energy<br />
source they were harnessing to keep their magical<br />
city operating and their Blackmoorian age<br />
artifacts begin to break down.<br />
The slow decline <strong>of</strong> their power causes many <strong>of</strong><br />
the Maker’s servants to take notice and reevaluate<br />
their relationship with their masters. The karakara,<br />
descendants <strong>of</strong> beast man experiments,<br />
become especially belligerent and drive their<br />
creators into the underground complexes beneath<br />
their once great cities. Eventually the kara-kara<br />
will destroy the Makers and become the dominant<br />
race in the area.<br />
49