Showing posts with label Champaign info. Show all posts
Showing posts with label Champaign info. Show all posts

Geography and Overview

(text copied from the original champaign)

As mentioned, the Savage Coast is a frontier area, home to many colonies. Some of the colonies have existed for many years, long enough to be establishing their own satellite colonies. Some of the nations and cities have populations in the thousands. Other villages are new, while some have risen, fallen, and now lie in ruins.

At the region's far eastern end lies the city of Slagovich,often considered the gateway to the Savage Coast. Slagovich is a city of political intrigue. While not actually within the cursed region itself, Slagovich serves as a clearing point for goods moving to and from the Savage Coast.

To the north of Slagovich lies the country of Hule, an empire ruled by a hagiarchy. Most of Hule is also free of the Red Curse, extending far into the borderlands, and its government has recently decreed that its people must stay away from the Savage Coast and its curse.

West of Hule, and still north of the cursed lands, are the Yazak Steppes. This area is home to goblins and other humanoids, who occasionally raid the settled lands to the south.

Many humanoids live in other nearby places free of the curse: the Great Northway Lands (west of the Yazak Steppes) and the Arm of the Immortals (a short distance across the sea to the west of the Savage Coast), inhabit the jungles of the Orc's Head Peninsula at the western end of the Savage Coast; most of these areas lie well within the Haze.

In the main cursed lands themselves, which cover almost 2,000 miles of coastline, dozens of petty nobles have appeared, each ruling a small area. Thus, the Savage Coast holds numerous duchies, counties, and earldoms, as well as a few places audacious enough to call themselves kingdoms. Humans rule most of the eastern Savage Coast, while nonhuman nations cover most of the west.

Savage Coast Nations and States

( Slagovich is one of several city-states on the eastern shore of the Gulf of Hule. The City-Statesas they are collectively known) are inhabited mostly by humans. Mostly self-absorbed, thesesovereign states band together only temporarily, and only in the face of great danger.

On the western coast of the Gulf of Hule, a number of small states and baronies, collectivelyknown as the Savage Baronies, were set up by explorers and conquerors who adventured in thearea and then settled there. These baronies (like many other nations of the Savage Coast) oncecovered more area, but they expanded too fast, and the recent wars that swept the coast setthem back. This has left both ruins for the player characters to explore and lands to take forthemselves.

West of the Savage Baronies are tribal lands belonging to the turtlelike humanoids (tortles) and to various goblin, orc, and gnoll tribes. Past those are the "kingdoms" of Robrenn and Eusdria, both formerly barbaric societies that have recently evolved a semifeudal form of government. Robrenn is a forested land dominated by druids and followers of the druidic way. Eusdria is home to warriors who have been known to go raiding in longships, creating stories remembered in epic poems by their skalds.

The most important nonhuman countries of the Savage Coast include Renardy, home to the canine lupins, and Bellayne, home to the feline rakastas. Lupins and rakastas are both descended from nomads who roamed the steppes to the north. Eventually, they settled and adopted a feudal style of government. Renardy has close ties to the Savage Baronies, both economic and cultural. Bellayne still counts several nomadic rakasta tribes as part of its population. Its government comprises a strange mix of feudalism, warrior codes, and mysticism.
Farther west lies the nation of Herath. Known as a land of mages, this was once home to the mysterious araneas, a race of arachnid spellcasters. Herath is traditionally isolationist, but the nation has become more friendly with its neighbors in the wake of a recent war that nearly destroyed them all.

Above Herath, on the eastern shore of Trident Bay, is an area known as the Bayou. This great marsh and the surrounding regions are home to three races of lizard kin: the shazaks, much like the lizard men described in the MONSTROUS MANUAL tome; the more barbaric gurrash, also called "gator" men; and the diminutive caymas. Each race of lizard kin has its own nation. To the south and west of the Bayou, two regions are home to loose confederacies of tribes. On the southern shore of Trident Bay the wallaras make their home; also known as chameleon men, this race of humanoids is distantly related to dragons. South of the wallaras live the phanatons, a race of monkeylike humanoids who glide from tree to tree in their forest homes.

The phanatons and wallaras live in the northern part of the Orc's Head peninsula. In the midwestern part of the peninsula lies the nation of Nimmur. Once home to winged minotaurs known as enduks, Nimmur is now a nation of manscorpions. Recently, enduks and their allies, flying elves known as ee'aar, have retaken a small part of Nimmur and established a small, independent state. The southern part of the peninsula is home to many tribes of savage orcs.

Classes

Thanks to the 3.5 system the use of kit rules are no longer necessary to create an interesting character. With the use of right skills and feat on can create any of the kits from the previews system. But please use the kits as guideline to create the personalities of the coast, think of them more as professions.

Yet if you'd like to use an alternative class you think will fit in to champaign, just suggest it and we'll consider it.

Base classes.

Custom classes (From the D&D wiki)
Here's some classes that could fit the campaign. I have not checked the balance yet but they seem OK at first glance.

Savage coast kits (specks coming soon)
Some of these kits could become prestige classes.
  • Inheritor - The curse polise
  • Wokan - Voodoo like mages
  • Beast rider (Rakastra only) - Rakastra rideing lionhorses called feliquines
  • Gaucho - Cowbow, western inspired.
  • Honorbound - (Rakastra most common) Samurai or fighting monks with moral
  • Myrmidon - Soldier colonizers
  • Webmaster - (arena only) web spells and spider summon expert
  • Herald - Bard historian


The original creators of the campaign

Design: Tim Beach and Bruce Heard
Additional Design: David Gross, Cindi M. Rice, and Ed Stark
Editing: Cindi M. Rice
Editorial Assistance: Tony Bryant, Jonatha Ariadne Caspian, and Lester Smith
Project Coordination: Karen S. Boomgarden
Art Coordination: Bob Galica
Cover Painting: Paul Jaquays
Cartography: John Knecht and Diesel
Graphic Design: Heather Le May
The origonal music score : Domenic Messenger


Based in part on the "Princess Ark" series by Bruce Heard and partially derived from the work of Merle and Jackie Rasmussen।

History the Savage Coast Campaign.

In 1992, I was asked to work on a product that eventually became known as the RED STEEL® campaign. I would take some excellent material that Bruce Heard had been publishing in DRAGON® Magazine, and I would turn it into an accessory for the AD&D® game. As originally envisioned, it would be a sort of mini-setting, accompanied by an audio CD with background music. I began writing in 1993, and the original boxed set was published in late 1994. In early 1995, the supplement, Savage Baronies, was released.

By that time, the RED STEEL campaign had received a lot of support and gotten some very favorable reviews. So we decided to do a relaunch, offering the lands of the Savage Coast as a full line of products. You hold the results of that decision in your hands, a book that combines all the material from the original RED STEEL campaign set and the Savage Baronies supplement, along with some new material. More supplements will follow.

I offer my sincere thanks to the readers and players who made this experiment a success, allowing the RED STEEL campaign to continue. I have gathered comments and criticisms from many of you and from playtests and tournaments, and I have tried to incorporate much of your advice into the setting. To those of you who have just discovered the setting, thanks for giving it a try.

I hope you all enjoy The SAVAGE COAST™ Campaign as much as I enjoyed writing it.