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PC creation, Posting Conventions, Ratik Background.

Posted by Wine GuyFor group public
Wine Guy
GM, 2 posts
Fri 24 Feb 2006
at 19:03
  • msg #1

PC creation, Posting Conventions, Ratik Background

This is a 1st Edition ADnD game - I will be using the First ed. versions of Players Handbook (PHB), Unearthed Arcana (UA), and World of Greyhawk (WoG)books.

Naming conventions (moderately important for humans and half-elves):
   > characters may name themselves what they wish, BUT
   > humans and half-elves of Ratik use patronymics:  Belar, son of Urtrick,
       will be Belar Urtrickson.
      - In Ratik, if you are human or half-elven and you have no patronymic,
        you are looked down upon because the underlying assumption is that
        you've been disowned by your father or (worse) you don't know who your
        father is.
   > Dwarves use clan names
   > Gnomes & halflings have kenning-like surnames.
   > Elves generally have single names but some who travel sometimes use
       kenning-like surnames.

Ability scores:
   > use the dice roller,
   > use 5d6 7 times, dropping the two lowest dice.
        = drop the lowest set of 5d6.
        = arrange ability scores to taste.
        = note, you'll have some really good scores if the dice roller doesn't
          completely fail its own save vs. gremlins.
   > If you have an 18 in STR and you are a FTR-type, roll the d% once.
   > If the dice roller screws you, PM me, although if you get a minimum
        score of <8, you'll get to keep it if you also have an 18.
   > No comeliness scores.  Scars and beauty are in the eye of the Beholder.
   > If you are unused to the dice roller, PM me and I'll send you a step by
        step instruction.

HP
   > Max HP at first level (this goes for monks and rangers, too...)
   > Use dice roller for each level after, round all 1 and 2's up to 3 and add
       any CON bonus to that.
   > If a multiclass character raises a level in one class but not the other one
       or two, roll the die, as above, and divide by the total # of classes,
       round any fraction up to the next number.

       Example: F/M/C levels up in cleric: 6 rolled, CON adds 1 for 7.
                7 divided by 3 is 2.333333  -> gives you 3 HP for the level up.

Non-humans:
   > PCs can be any PHB or UA race except drow.  Just give me a reason
        why they are in Ratik.  Dwarves, gnomes and wood elves are native to
        Ratik.  A half-orc may have a very tough time in the towns.
   > Race limits on character classes are doubled (e.g. a 1/2E mage can
        attain 16th level).  TSR was arbitrary and I didn't care for this...
   > PCs can be traditionally NPC classes: yes to dwarven or elven clerics,
        etc.  If there's an N there, sorry, please choose another class.
   > Halflings can be druids AND clerics (although no multiclassing with
       both).  A thief/cleric is fine, a druid/cleric is not.

Starting XP:
   > Start with 11,000xp, shooting for about 4th level. Paladins will be within
       a couple thousand of 4th level; thieves will be 5th level.  Multiclass
       characters should total to 5 (plus or minus 1).
   > Multiclass characters: divide the XP by two and get your levels.
   > Dual class characters are fine.

Character classes:
   > Any except assassin or psionics.  A cavalier may be the butt of derisive
        jokes in Ratik.
   > If you want to build a bard, let me know.  You can either go dual-class
        route (human) or multi-class route (1/2 elf).
   > Mages:
       = starting spells: take the number of spells they can cast for a
           particular level per day and add 2 spells: if he can cast 2 level
           two spells, his spellbook will have 4 spells in it.
       = spells may come from PHB or UA.
       = please remember to select cantrips from UA - if you choose not to
           use them, you may select 1 additional first level spell per 3 levels.
   > Paladins, barbarians, and cavaliers need to follow their classes' rules.
   > Monks will use d6 instead of d4 for HP.
   > Clerics:
        = need a god(dess) from the Greyhawk pantheon - if you want,
          the various benefits and drawbacks can be used or you can have a
          generic cleric who worships that god(dess).

   > Post your spells in the spellcaster's memorized spell thread.  I'll let you
        know when to renew/change your spells each day.

Alignments:
   > no evil or CN characters.
   > I will follow the suggested alignments for PCs -> i.e. only good rangers,
        only neutral bards, etc.  Lawful good theives - give me a good story
        and I'll allow it.

Starting money:
   > Magical items:  a total of three pluses, with no plus greater than 2 for
        any particular piece of equipment.
   > A mage may trade in a single plus for a scroll of up to three levels of
        spells that they may copy automatically into their book (or use as a
        standard scroll).  PM me how you would like it.
   > Every character will start with two potions of healing.
   > Any reasonable mundane equipment thereafter is fine - your characters are
        starting above 1st level.

Psionics:  No.

Questions or concerns?  PM me or include it in the RTJ.
This message was last edited by the GM at 17:56, Wed 24 Jan 2007.
Wine Guy
GM, 20 posts
DM and
Wearer of Masks
Wed 29 Mar 2006
at 22:38
  • msg #2

Re: Character creation






This message was last edited by the GM at 00:09, Wed 05 Apr 2006.
Wine Guy
GM, 42 posts
DM 
Wearer of Many Hats
Wed 5 Apr 2006
at 00:08
  • msg #3

Re: Character creation

Cut and paste this into your character sheet area.  Don't forget to put the < tt > < /tt > at the beginning and end.


************************************************************************
Player name:
Player Email:

Date updated

----------------------------------------------------------------------------
Name  :                           | Race  :             | Height:
Player:                           | Gender:             | Weight:
Update:                           | Age   :             | Eyes  :
Align :                           | Size  :             | Hair  :
Deity :                           | Speed :             | Hand  :
----------------------------------------------------------------------------
Class:

Level:

XP:                               Multi-class XP
XP for next level:                    per level:
+10%? (y/n):
----------------------------------------------------------------------------
     Ability    |   Bonuses
      Score     |
STR             |   to hit:     dmg:     BBLG:     OD:
DEX             |   surprise adj:      missile:        AC adjust:
CON             |   HP:      SS:    RS:     Poison:     regen:
INT             |   # lang:    SL:     Learn:      Spells/level:
WIS             |   spell save:    spell failure:    bonus spells:
CHA             |   max # henchmen:    loyalty base:   reaction adjust:
----------------------------------------------------------------------------
COMBAT
        Total   Current   Subdual |         Total   Dex   Misc
HP    :                           | Init  :       =     +
----------------------------------------------------------------------------
        Total         Armour   Shield   Dex   Size   Misc
AC    :       =              +        +     +      +
----------------------------------------------------------------------------
# attacks/round:

to hit adjust:
    melee (STR):
    missile (dex):
---------------------------------------------------------------------------
SAVES
                       Save = Base + Adjust
Poison/Paralysis:           =
Petrify/polymorph:          =
Rod, staff, wand:           =
Breath weapon:              =
Spells                      =
----------------------------------------------------------------------------
RACE ABILITIES


----------------------------------------------------------------------------
CLASS ABILITIES - spells and thieving stuff is below.


----------------------------------------------------------------------------
LANGUAGES

----------------------------------------------------------------------------
PROFESSION/SKILLS - use the DMG to roll or use 2nd Ed PHB, if you like.
  should match background below.
----------------------------------------------------------------------------
   WEAPON               DMG(sm/l)  Range    Weight    Type      Notes
                                   S/M/L      lb
1.
2.
3.
4.
5.

----------------------------------------------------------------------------
MAGE/ILLUSIONIST SPELLS BOOK (spells known):
0:
1:
2:
3:
4:
5:
6:
7:
8:
9:
----------------------------------------------------------------------------
Cleric/Druid/Magic User/Illusionist SPELLS Memorized
0:
1:
2:
3:
4:
5:
6:
7:
8:
9:(LEVEL)
----------------------------------------------------------------------------
Thieving Skills:
                  total  =  base  + race adjust + dex adjust
Pick Pockets    :
Open locks      :
Find/remove trap:
Move Silently   :
Hide in shadows :
Hear noise      :
Climb walls     :
Read langs      :

----------------------------------------------------------------------------
MONEY:
  PP:      GP:       SP:      CP:
  Gems:
  Other valuables:

----------------------------------------------------------------------------
GEAR (Weight):



TOTAL WEIGHT:
----------------------------------------------------------------------------
MAGIC ITEMS

----------------------------------------------------------------------------
DESCRIPTION - what a person would see on first impression.

----------------------------------------------------------------------------
BACKGROUND - wax poetic, if you like.


----------------------------------------------------------------------------
Motivations:  what you want the DM to know about your character's wants,
 needs, goals.
This message had punctuation tweaked by the GM at 23:12, Wed 05 Apr 2006.
Wine Guy
GM, 304 posts
DM 
Wearer of Many Hats
Fri 21 Jul 2006
at 16:52
  • msg #4

Re: Character creation

Thank you to Dragon Samuri, from whom I've cribbed this not quite word for word (plagiarism is a sincere form of awe and flattery).

Experience Points

Good writing = more XP.

Most of your XP will come with Role Playing and completing quests, not from killing/overcoming monsters or figuring out magical items, or hoarding gold.  Staying in character, using your class abilities creatively, and then adding the extra detail (innovation, humor, irony, etc.) will all increase your XP.

Depending on the backgrounds you create, you can expect some measure of XP for those as well.

Helping out the DM by background creation, village/story creation, an ongoing campaign timeline, etc. would be additional XP as well.



Posting

Please write descriptive text in 3rd person present tense. Your tone controls the flow of the encounter and projects that mood to the entire group.  Think about what various actions look like while they are happening. If you were watching a movie, what would you see when your character makes an action or does something else that none of you have ever seen a real person do?

Be dramatic, and describe the action fully.


Example:
Faltran attacks the nearest orc with his spear.

It should read something like:
Shouting his Captain's name, Faltran launches himself into the melee brandishing his spear. He veers towards the nearest orc orc and thrusts his spear directly at the orc's throat.


Now, this brings up another point. Remember that you should write what your intention is, not what happened. That's my job. So instead of writing that you drive a knife into the back of an orc you should say that you thrust forward with your knife towards the orc's ribs.  Whether in combat or in normal interaction always write the descriptive text and put all game related action in an inserted PM to me (use the drop down menu in the bottom right of the message window that says "Insert a private line to:"  You can do this to other characters as well - please include me in that thread if you do carry on a side issue with another PC.


If you think an internal dialogue or soliloquy is called for, knock yourself out!  Letting your character explore their own sense of self and ethics is part of good role play.

For example:

Asai recalls his reaction to the torch of constant illumination.  Amazement and, surprisingly, covetous greed.  That incredible torch is exactly the type of arcane treasure I need.  If I had one, I could read and study all night long without spending money on tapers or killing animals for oil.  I could... the thought trails off.  Such is not the way to Enlightenment.  Material goods do not keep one's feet on the True Path.
Wine Guy
GM, 588 posts
DM 
Wearer of Many Hats
Wed 24 Jan 2007
at 17:50
  • msg #5

Re: Character creation



We'll use the PHB, DMG, and UA from 1st edition.

Rules specific for character classes, races (and race limits), etc. are discussed in character creation thread.

If you would like a rule considered, PM me and we'll discuss it then take it to OOC for more discussion.

And thank you in advance to DMitrix for these, since I basically ripped these straight from her game.

1. I'm not going to bother with the PHB rules about costs of spell components unless they are worth more than 5 gp.

2. I'm also not going to worry too much about weight limits.  Unless we have a halfling with a strength of 7 trying to carry an oliphant, I don't like to bother with things like this.  So unless you are trying to pull off something completely ridiculous, don't worry about this.

3. No evil alignments.

4. If you must be away for an extended period of time, please let me know.  Likewise, I will show you the same courtesy. A disappearance for greater than 2 weeks without notice will cause your character to get called away on an important mission half-way across Oerth.  Said character may or may not survive the journey.

5.  Although I'm a long time player and DM, I am fairly fresh at DMing on-line.  I will make mistakes.  If you think I've ruled unfairly on something, please PM me with your case.  If I've made a genuine error, I will rule in your favor.  If it's a more vague situation, then I will try to be fair, but just to warn you, rules lawyers are not my favorite people.

6.  A natural 1 is simply a miss or attribute failure. Nothing catastrophic happens (unless you want it to for the RP value).  I don't have a critical miss chart.  This dice roller is capricious enough for any maniacal DM.
This message was last edited by the GM at 02:14, Mon 17 Jan 2011.
Wine Guy
GM, 589 posts
DM 
Wearer of Many Hats
Wed 24 Jan 2007
at 17:50
  • msg #6

Re: Character creation

Cantrips -

all arcane spellcasters will be permitted to cast 1.5 cantrips per all first and second level spells able to be cast, rounded up.
ex. a 3rd level mage 2/1 = 3x1.5 = 4.5 = 5 cantrips
    a 6th level mage 4/2 = 6x1.5 = 9 cantrips


Read/write magic and detect magic are now cantrips - this includes the illusionist version of read magic.

To balance for divine casters, all divine casters may take 2 more 1st level spells.

To balance for non-casters, all non-casting PCs get two more potions of extrahealing.

N.B. - this will apply to NPC casters as well.
Wine Guy
GM, 590 posts
DM 
Wearer of Many Hats
Wed 24 Jan 2007
at 17:56
  • msg #7

Re: Character creation

Ratik, Archbarony of
Her Valorous Prominence, Evaleigh, the Lady Baron of Ratik

Capital: Marner (pop. 3,240)
Population: 40,000
Demi-humans: Mountain Dwarves (8,000+),
Gnomes (3,000+)
Humanoids: Many
Resources: shipbuilding supplies, furs, gold, gems (IV)

When the Bone March was created by the Overking, a further outpost was desired and the Aerdi banners pushed northward as far as the Timberway. A military commander was appointed to see to the establishment of a secure territory and lumbering was gotten underway, as the great pines of the area were highly desirable in shipbuilding. The active commander soon sent such a stream of riches southward (he was a just man, friendly with the Dwerfolk, and an able tactician, too) — accompanying them with detailed reports of successful actions against the last of the Frost Barbarians in the area — that the Overking took notice. After a raiding fleet was roundly beaten, the Overking elevated this general to the nobility, creating him Baron Ratik. Thereafter a succession of his descendants have ruled the fief, bravely combatting raiders so as to gain their respect and even friendship from some, while humans and demi-humans alike prospered. When the hordes of humanoids began attacking, Ratik had ample warning from the dwarves dwelling in the mountains. Companies of men and gnomes hurried west to aid their countrymen against the invaders, while couriers were sent south (and north) to alert the people there. Resistance was so fierce that the area was bypassed, and the attackers fell instead upon the Bone March. The isolated barony has since been ruled as a fief palatine.

The Baroness' forces are able to defend Ratik, but they are not strong enough to dislodge the humanoids from the mountains of the plain to the south. The baronial levies consist of schiltrons of spearmen and a small force of  light cavalry. Large dwarven contingents are available in time of need, as are several companies of sturdy gnomes. A force of men-at-arms, crossbowmen, and mounted sergeants comprises the regular army of Ratik, with bow armed woodsmen patrolling the north and sling-equipped hillrunners watching the southern borders.




More - from CruelSummerLord of Canonfire!

RATIK, ARCHBARONY OF

Before the Wars, the Archbarony of Ratik was one of the few remaining provinces of the Great Kingdom of Aerdy. Despite the mad and tyrannical regime in Rauxes, Ratik was always a loyal client state, even though it became much more goodly in its laws and outlook as time went on. While paying taxes to Rauxes and serving loyally, it was also strongly allied to the Sueloise Frost Barbarians of the north, whose respect they had won through hard combat. Ratik was alos closely tied to its southern neighbor, the Bone March, the only other Aerdi province to avoid the horrific moral decay that afflicted the other imperial provinces.

When the humanoid hordes destroyed Bone March in 563 CY, Ratik was able to prevent itself suffering a similar fate, though it could not save its sister realm. No help from Rauxes was forthcoming-the court at Rauxes did not approve of the social changes taking place within the Archbarony. Grenell, the Herzog of North Province, also used his considerable influence at court to prevent aid from being sent, for he was no friend to his northern neighbors.

An armed truce existed for over a decade, with the humanoids occupying Bone March and attempting to invade Ratik, which defended itself with help from the Frost Barbarians. Ratik could protect itself, but it could not free Bone March from the humanoid marauders that occupied it. Attempts to convince the Snow and Ice Barbarians to help the Ratikkans against their enemies proved fruitless.
Bone March’s expatriate citizens took Ratik as their new home, and its nobles soon joined the aristocracy of the archbarony. Alain, son to Archbaron Lexnol and heir to the throne of Ratik, married Lady Evaleigh, the daughter of Count Dunstan of Knurl, the last surviving major noble of Bone March. He strongly encouraged his new in-laws to re-take his old homeland, something that would happen all too soon.
When the Greyhawk Wars came, the humanoid chiefs were caught up in war with one another. Ratik took the opportunity to invade the northern part of the March and attempt to re-take it, supported by its exiled citizens. This alliance was successful in re-capturing the northern half of the realm, including the central cities of Spinecastle and Johnsport.

However, one great catastrophe afflicted Ratik-Alain was apparently slain by gnolls in the initial attack on Spinecastle, thrown from his horse and eaten alive. When he heard of his son’s fate, Archbaron Lexnol collapsed, and developed a severe palsy that left him confined to bed. Left unable to rule, Evaleigh was declared the new Archbaroness, even as her father was made the provisional Marquis of Bone March.
Evaleigh’s first act was to declare her realm’s independence from Rauxes, as the Great Kingdom tore itself apart. She then set about trying to help re-organize and re-build Bone March, while at the same time trying to win over the trust of her suspicious and cynical citizens. Evaleigh’s slowness to act and indecisiveness has made the demihuman and barbarian allies of Ratik suspicious and uncooperative, even as her own people accuse her of being a puppet of her father, wanting a native lord to take the throne. The realm is at peace, though it suffers from much social unrest…

Society and Culture: Ratik’s culture was originally one of toughness and strength; only those who could cut it in the harsh climes of the north were viewed as worthy of harvesting the realm’s riches and having a prominent place in society. Decisiveness, strength, and hard work were considered principal virtues, and disputes were more usually solved with fists and swords than in courts of law. Men who were insulted would attempt to claim vengeance against their offenders, women would send their fathers, husbands, or brothers as champions to avenge them. The honor and status of each man and his family was also very important. Home and family life was patriarchal, with women considered fit only to care for the home and raise children. The dwarves and gnomes of the surrounding mountains were viewed as the humans’ best friends.

A noble house was in control of the realm in a classic feudal model, with an archbaron acting as its head. The richest and strongest landowners acted as aristocracy. Each of these lords was head of an extended clan, and these clans made up the population of Ratik as a whole. Feuds between single men could extend to whole branches of two different families, and it was up to impartial third parties to end conflicts before they got out of hand.

These clans held no official power, though they exercised great influence on national politics through the opinions and whims of their members. Each clan was represented on the Council of Great Lords, which also had dwarves representing their people. Other races did not (and do not) receive any voice on this council. The council was (and is) considered the voice of the people, that can override the authority of the archbaron if he (or she) is deemed to be making bad decisions. In extremis, it can even, in theory, remove the archbaron from power, though this has never actually been done.

Over time, however, these attitudes changed. Being strong of arm and will remained important, as did the belief that only “worthy” people could have a position of power in society, but soon more emphasis was placed on honesty and honor, with loyalty to a man’s extended family becoming more important than individual status.

The attitudes towards women and weaker members of society changed as well-women demanded and were given greater powers in society-each gender now had important roles where it reigned supreme, not unlike gnomish society. Weaker members of society were viewed as being protected by all. Although they could not hope to become dominant members of the community, they were protected and treated well by all-any who picked on them were severely punished. Dwarves and gnomes have much the same attitudes as their human kinsmen-among these three peoples, race is of little matter, though the same does not apply to halflings and elves.

It was also much easier for these weaker people to gain strength-once they had all the necessary qualities, they were accepted as full and loyal members of society. Halflings and elves, formerly mistreated and shunned by the old regime, were now accepted by their human and dwarven neighbors, if not loved, and received much better treatment than before.

The kinshp groups remained, and they still feuded, but new conventions and social expectations were developed that kept the bloodshed to a minimum, even as legal justice, dispensed by clan leaders, gained authority. In short, Ratik became more open and compassionate to its weaker citizens, while still maintaining the rough character it needed to survive in the hostile north.

Two traits has always remained the same, however-Ratik’s distrust of outsiders, and its insistence on keeping traditions and old laws alive. The citizens of the dwarf and gnome holds of the surrounding mountains, the Frost Barbarians, and Bone March are regarded as equals by Ratikkans, but all others will receive cold treatment until they prove their might and ability in word and deed. Even people of friendly realms must still prove themselves to the more narrow-minded Ratikkans. However, once a Ratikkan accepts an outsider as a friend, he will keep his friendship and loyalty to the death. The old system of government described above remains as it always has.

In adhering to old traditions, certain Aerdi customs are kept alive, although modernized-women cannot hold official positions of authority if there is a male heir that can take their place, for instance. However, modern custom adds that if no male heir exists, the woman may stay in power. This explains why Lady Evaleigh remains in power, even though most people would prefer to see a native, and male, noble take power.

Military Structure: Ratik’s military power is good, consisting mostly of light contingents of human spearmen, slingers and crossbow archers that are well-adapted to fight on any type of rough terrain, in any type of weather. The only cavalry is light, and is the weakest part of an otherwise impressive force. strong,

The demihuman forces consist of well-trained heavy dwarf and gnome foot wielding mace, axe, and shield. High-quality siege engineers and the rare giant badger cavalry were also provided by the gnomes in times of urgency. These forces cannot be matched either by Ratilk’s humanoid enemies to the south or barbarian allies and enemies to the north.

Ratik’s navy is comparable to that of Urnst in quality-good enough to perform its stated purposes (guarding against most pirates and sea monsters) but it could not defend against a sea invasion by the Sea Barons or Ice Barbarians. Consisting of only about twenty ships and naval siege equipment at Marner to defend the city from naval attackers, Ratik’s navy can in no way be compared to that of the great southern sea powers.

Ruler: Archbaron Lexnol was a huge beast of a man, who kept his thick black hair and beard cropped short, though wild and uncombed. His fierce, weatherbeaten face spoke of a man who had seen a hundred fights and never been bested, and his stride was of a man at home both in the wilderness and in his noble court. With his glaring black eyes and scowling face, he looked like a fierce old grizzly bear, though those who knew him best could always see the lights of compassion beneath the gruff demeanor.
Lexnol was a man who encouraged the social changes his nation underwent during his reign, and practiced what he preached. Strong, hard-edged, and distrustful of outsiders, Lexnol was still warm-hearted towards those he called friend, protective of those who could not protect themselves, and honorable to a fault. Never known to lie, Lexnol’s up-front and honest way of speaking won him the respect of all who he met, especially his own people. It also gave him an edge in dealing with foreigners.

Lexnol was more open-minded towards others than were most of his people, and professed a genuine interest in other cultures and beliefs, something that won him the respect of his neighbors. It was this that allowed him to make his critical alliance with the Frost Barbarians that strengthened his position against the humanoids to the south.

Lexnol was close friends with King Ralff of the Frost Barbarians, and held Count Dunstan in contempt, seeing him as the lily-livered coward he truly is. He did not have much respect for his daughter-in-law Evaleigh either, who he considered flighty and foolish, a poor match for his son. While he disapproved of their marriage, Lexnol still respected his son’s choices. While he was decisive in making policy decisions, he hated the thought of preventing others from making their own decisions about their own lives.

Arcbaroness Evaleigh is a slim young woman with long, silky brown hair and an agreeable cream-and-white complexion. Despite being very short, barely over five feet, few men can resist her charms. Evaleigh takes pleasure in asserting her femininity, keeping her hair long and her hips curved, a tactic meant to put men at ease or off-guard. She also uses winks and grins to win them over. When she needs to deal with women, Evaleigh uses her natural skills as a conversationalist and diplomat to win their trust.

Winning the trust of her people has proven very difficult-Evaleigh is seen as someone who will use her charms and charisma to get what she wants, without giving serious thought to the consequences of her actions, or the welfare of those affected by her decisions. She has exhibited little of the honor and force of personality that endears Ratikkan leaders to their citizens, trying to effect compromise and consensus in a realm that typically respects single decisions and strong leadership.

This has been a source of stress for Evaleigh-she truly wants to do good for her adopted people, to honor the memory of her husband. It has been a constant struggle for her to adapt herself to what her people want, and it seems at times that she does not want the stresses of ruling a nation-she is there only out of a sense of duty and honor to her husband, and not out of any sincere desire to be there. It may be that Evaleigh is more like her people than either of them believe-her honesty and good heart are reflections of their own, though she seems to lack the strength needed to win them over. Despite her unpopularity, she works hard at her job, and has the support of a small minority of citizens, especially the realm’s elves and halflings, who had a difficult time even under Lexnol.

Foreign Relations: Ratik had good, if distant, relations with the rest of the Great Kingdom before the Greyhawk Wars, except for Bone March and North Province. It was close friends and allies with the former, and bitter enemies with the latter. After the wars, it will be the enemy of Northern Aerdy, and Overking Grenell’s desire for Ratik’s lands has become all too obvious. When Bone March is re-established, the two realms will rekindle their close alliance. Ratik has a similar cordial relationship with most of the independent dwarf and gnome lords surrounding it, who reflect its national attitudes. It is, however, enemies with certain evil dwarf clans in the Griffs.

When it comes to the Suel barbarians of the north, Ratik is close friends and allies with the Frost Barbarians, with the citizens of both realms holding each other in the highest of esteem, trading and intermarrying constantly. Relations are essentially neutral with the Snow Barbarians, and nearly hostile with the Ice Barbarians, for the seafaring Cruski constantly use their fearsome longships to raid and plunder the archbarony. These relations are the same at any time before or after the Wars.

Ratik trades with Rel Astra and the Sea Barons, though it has little regard for either realm. These nations reply in kind, and independent Sea Baron pirates still harass Ratikkan shipping. Otherwise, Ratik is netural to all other nations, keeping normal trading and diplomatic relations.
Wine Guy
GM, 3497 posts
DM 
Wearer of Many Hats
Tue 1 Mar 2011
at 17:26
  • msg #8

Gnomes of Ratik

General Background about the gnomes of Ratik:


All three clans are clustered around the valley dominated by the human citadel called Leogrimm, which controls the lake formed by the conjunction of the Garrobed River and the Melorreab River (the gnomish names have remained).  The gnomes there mine iron, gold, and slate:  indeed, the slate there is the best in the eastern Flaeness, coming in a wide variety of colors.  The gnomes have integrated well with the humans and form a valuable addition to Ratik's rather informal armies.

The three clans:

Mottins:  the 'Rascals':  some have accused these of having hobbit blood.  The youngsters often get wanderlust and head out for several years.... if not forever.  Thus, the smallest clan, but also the richest in terms of coin, magical items, and experienced fighters, thieves, priests, and illusionists.

Fannats:  'The Spines.'  The Fannats are the most numerous - and conservative.  Though they rarely venture forth, their numbers give them the political edge when it comes to gnomish politics, both internal and external.

Lubbins:  'The Thinkers.'  Lubbins come in all flavors.  Most of all, they like to KNOW.  Some gnomes (especially the most irritating of the Fannats), think they're really short, good-looking humans.

     Subclans add their appellation to the front of the clan name.  Ex. Dorlubbin, Klemmottin, Verlfannat.
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