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Campaign Setting - Vaults of Pandius

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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

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