when
We start 10 years after the Rone Campaign, in the Age of Smoke
Rone Calendar:
Current Yea is 145 FR (FR – Founding of Rone).
Mabrundain Calendar:
Current Year: 1231
Mirin Calendar:
Current Year: TBD.
Rone Calendar:
Current Yea is 145 FR (FR – Founding of Rone).
Mabrundain Calendar:
Current Year: 1231
Mirin Calendar:
Current Year: TBD.
campaign start
We begin on The Juggernaut, a square shaped Seastead of some 100,000 residents, itself made of many square structures connected by articulated bridges and tunnels. The four corner structures are the most important and the most prestigious. They are Blackshell, Reivos, Crane, and Darian. Command is the home of the honcho, Barney Friendship, but is more practical than prestigious being The Juggernaut's military and supply center (though most of the warriors live in Sarek).
The Juggernaut was built as a battle-facing Seatstead but has been undergoing changes in recent years. Most of the warriors left a decade ago after being deployed in a war against Orcish forces from Mirikara. The Juggernaut was too far away to aid in battle, so the men traveled to the war by longships and never returned, being resettled in other places. The depopulated Juggernaut has since been picking up land-based Mirin who want to get back in the Seastead life. At its height The Juggernaut had over 150,000 residents.
As a result of this population shift, The Juggernaut has many weird empty and abandoned zones. Many of which the superstitious Mirin assume are haunted. The occupied areas are crowded but only a weirdo would want to live with a lot of space but otherwise alone. Having space is only prestigious when crowds are surrounding it.
Most of the population lives in the designated structures, but a number of people live in the articulated tunnels which are often quite large, sometimes 300' across or more. They are typically built in two levels, though sometimes more, with a wide open passage for horses and material transport on the bottom, and walkways for pedestrian traffic above. Peddlers of various stripes set up shop in the tunnels and that's why they often live there. Some tunnels have even elevated their reputation and are a destination in themselves, especially the tunnels between The Oyster and Shed and The Pearl and Shed.
The Juggernaut was built as a battle-facing Seatstead but has been undergoing changes in recent years. Most of the warriors left a decade ago after being deployed in a war against Orcish forces from Mirikara. The Juggernaut was too far away to aid in battle, so the men traveled to the war by longships and never returned, being resettled in other places. The depopulated Juggernaut has since been picking up land-based Mirin who want to get back in the Seastead life. At its height The Juggernaut had over 150,000 residents.
As a result of this population shift, The Juggernaut has many weird empty and abandoned zones. Many of which the superstitious Mirin assume are haunted. The occupied areas are crowded but only a weirdo would want to live with a lot of space but otherwise alone. Having space is only prestigious when crowds are surrounding it.
Most of the population lives in the designated structures, but a number of people live in the articulated tunnels which are often quite large, sometimes 300' across or more. They are typically built in two levels, though sometimes more, with a wide open passage for horses and material transport on the bottom, and walkways for pedestrian traffic above. Peddlers of various stripes set up shop in the tunnels and that's why they often live there. Some tunnels have even elevated their reputation and are a destination in themselves, especially the tunnels between The Oyster and Shed and The Pearl and Shed.
THE JUGGERNAUT
- Blackshell - The wealthiest and oldest structure, Blackshell has spacious luxury rooms and sections for servants. It's also the most reinforced structure with much armor in the walls.
- The Clam - Solid middle class town.
- Crane - Wealthy people live here. It's frequently visited because of the Crane Casino.
- Vert - Home of merchants and high end artisans.
- The Pearl - Quality restaurants, general housing
- Shed - Construction center. Carpenters and craftsmen live here and high end artisans.
- Brik - Storage mostly. Rumors of being haunted. Low end housing.
- Command - The center of government. The honcho and staff lives here.
- The Oyster - A lot of entertainment and a casino is here.
- Sarek - Most of the warriors live and train here.
- The Barn - The largest market. Medium and low end housing.
- Ballas - Ships and ship supply.
- Dazizaz - Warlock centers are here and it's the home of many magic using types.
- Ren - Livestock, a druid center.
- Reivos - The great theater is here. Wealthy people.
- Grace - Religious center.
- Darian - Hammer Clan base of operations. Financial center.
CLANS, FAMILIES, AND TRIBES
Barney Friendship is a strong leader and keeps the peace but there is always some jockeying for position between the larger families and clans on board The Juggernaut.
Barney Friendship is a strong leader and keeps the peace but there is always some jockeying for position between the larger families and clans on board The Juggernaut.
- Blackfell Family - Most of the entertainers and artists on board come from Blackfell.
- Cook Clan - One of the oldest groups on The Juggernaut, the Cook Clan represents a plurality of the sailors. They tend to have tattoos and drink. They elders of the Cook Clan are very successful merchants.
- Gamble Clan - One of the new clans that was picked up from Mirik, The Oyster-based Gambles have quickly moved into second place with entrepreneurship and, unsurprisingly, gambling. The most successful game they run is the Ferret Stakes, ferret racing through a crazy network of tubes, ladders, chutes, spinning wheels and other esoteric constructions.
- Hammer Clan - The oldest clan on The Juggernaut, the Hammer Clan has its hands in everything and achieves most of its success from managing the grand market in The Barn. They boast the largest Green-Up Crew.
- Rannok Family - The best fishermen come from the Rannok.
- Shai Tribe - The Shark Barbarian tribe of The Juggernaut. The Shai are respected and feared as they anger quickly when they think they are disrespected. Everyone is glad they are fighting with them, not against them.
- Taratenga Tribe - A tribe of druids who manage much of The Juggernaut's animal life both inside and outside the Seastead. The Taratenga have a lot of juice because they manage a pod of blue whales and several schools of dolphins.
The party
All Mirin citizens are required to perform 5 years of community service, military or otherwise depending on one's skills. Citizens can start there service anywhere from the ages of 18-25 (or the equivalent depending on race). The campaign starts with a new class of Mirin citizens reporting for their community service.
The class is called a pod and is being led by Gilda Friendship, wife of the honcho.
The class is called a pod and is being led by Gilda Friendship, wife of the honcho.
backgrounds
MIRIN CITIZEN
- Skill Proficiencies - Athletics or Acrobatics, Survival, Animal Handling or Perception
- Tool Proficiencies - Artisans tools or musical instrument or navigator's tools
- Bonus - Mending Cantrip
- Sea Poppy Tolerance - The first dose of Sea Poppy does not give you a level of exhaustion. Subsequent uses of Sea Poppy within the hour will give you a level of exhaustion, however.
- Mirin hospitality - Whenever you encounter a Mirin vessel or settlement, you can request hospitality and they are required to give you food and shelter. If you are on the run from enemies, they may even be required to defend you. This works both ways and you are required to provide hospitality also, if asked.
CLASSES
BARBARIAN, SHARK TOTEM
- 3rd level - TOTEM SPIRIT - Add 10’ of movement, rage damage is doubled against opponents who have taken damage.
- 6th level - ASPECT OF THE BEAST - Swim speed is doubled. Cast Water Breathing on yourself at will. Advantage to CON saves to avoid exhaustion. Savage teeth grant bite attack that can be used as a bonus action - d6 damage.
- 10th level - SPIRIT WALKER.
- 14th level - TOTEMIC ATTUNEMENT - Advantage to attack any target who has taken damage. On a successful hit, a target must make a CON save (DC = 8 + proficiency bonus + STR modifier) or take an additional d10 bleeding per round until the save is made.
DRUID
equipment
![Picture](/uploads/4/9/2/8/49286287/published/shark-paddle.jpg?250)
SHARK PADDLE
Cost - 20gp; Weight - 7lb; Damage d8 slashing (versatile d10)
This is the primary weapon of the Shark Barbarians, a wooden paddle lined with shark's teeth that gains power with the Shark Barbarian who wields it. Each upgrade to the weapon requires one week and 100gp worth of shark's teeth. Upgrades only function for the Shark Barbarian who owns the weapon.
Cost - 20gp; Weight - 7lb; Damage d8 slashing (versatile d10)
This is the primary weapon of the Shark Barbarians, a wooden paddle lined with shark's teeth that gains power with the Shark Barbarian who wields it. Each upgrade to the weapon requires one week and 100gp worth of shark's teeth. Upgrades only function for the Shark Barbarian who owns the weapon.
- 3rd level - The Paddle can also do slashing, blunt or piercing damage.
- 7th level - The Paddle's damage becomes d10 (versatile d12) and it acts as magic.
- 11th level - The Paddle rend's defenses. On a successful attack, the victim must save vs. CON with a DC of 10 + (Proficiency bonus and STR modifier). If the victim fails the save, his AC is reduced by 1. This can stack to a 2 point reduction. The Shark Barbarian can use this power a number of times equal to his STR modifier per long rest, but a minimum of 1.
- 15th level - The save of the Shark Barbarian's Totemic Attunement power becomes (DC = 12 + proficiency bonus + STR modifier) and its damage becomes 2d6. The Paddle becomes a +2 weapon and d12 (versatile 2d8).