Player's Saltwave Campaign Primer

Starting Play in Lebensbrüke


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Saltwave Campaign — Started March, 1990
Using Dungeons & Dragons, 3.5 Edition rules since November, 2003


CHARACTER GENERATION

Ability Scores:

Use the rules from the Dungeons & Dragons Player's Handbook by Wizards of the Coast. When in doubt, we are using the D&D 3.5 Edition rules. For day-to-day purposes, the D&D 3.0 rules will work, too, but the 3.5 version is better!

  • Rolling Method #1: Roll 4d6 six times, rerolling ones. Take the best three dice from each roll, in order, for Strength, Dexterity, Constitution, Intelligence, Wisdom, and Charisma.

  • Rolling Method #2: Roll 4d6 six times, rerolling ones. Take the best three dice from each roll and arrange your scores to match your desired character conception.

These methods tend to generate high scores suitable for heroic player characters, the cream of the crop. Most Saltwave adventuring parties number between two and four adventurers, so there aren’t as many PC’s to fall back upon as in other campaigns. For this reason, it is useful for PC’s to be a cut above everyone else. For larger parties, we can deal with the slight overbalancing of ability scores that this method yields.

Character Races:

There are big differences between Saltwave and most other D&D campaigns in terms of races allowed in the game. In Lebensbrüke, the kingdom in which Voyreem is located, the following attitudes and rules apply.

Humans are common, and vary widely in color, size, and build. There are four major races of humans, but only one race (the Kraanicher) requires any special rules.

Heidann humans tend to be tall and of muscular build. Many value close friendships and family over abstract concepts like loyalty to a country. Most have blonde or red hair and blue or green eyes with fair skin. They make up 25% of the human population of Lebensbrüke and most of the barbarian tribes. For an archtypical description, think Nordic Vikings, although any fair-haired Northern European appearance might fit.

Janni humans are often of smaller build, with yellow skin complexion, dark hair, and eyes that appear slanted. They are descended from Honuran or Ilandic settlers. Jaani make up 15% of the human population of Lebensbrüke. For an archtypical description, think Northern Chinese, although any East Asian appearance might fit.

Ilandic humans tend to be of medium to stocky build with dark hair and brown eyes, but lighter or darker hair and different eye colors are also common. They are the "default" or generic racial type because their appearance and cultural identity is less consistent than the other three types. The Ilandic make up 40% of the human population of Lebensbrüke.

Kraanicher humans are literally bred for noble traits. They are very clannish, and often look down upon other humans and less refined races. Kraanichers make up 20% of the human population of Lebensbrüke. They have a bronze skin color, dark eyes, and hair, and are tall, intelligent, healthy, and attractive. For an archtypical description, think Moorish Spaniards, although any Latin to Middle Eastern appearance might fit. (click here for details)

Men and women are considered equals but different gender roles prevail in Lebensbrüke. Women tend to do work closer to home and children while men often do work requiring greater upper body strength further from home. These differences aside, the laws of Lebensbrüke treat men and women of all races equally. It is uncommon for someone to hold a grudge against a person simply because of his skin or hair color, but accent and country of origin is a different story... Note that other lands in Saltwave have attitudes more or less egalitarian than this, but Lebensbrüke is traditional.

A majority of humans (about 65%) follow the Ishan faith. Most of the remainder are druidic. The local common language is Smeisserander. Other commonly studied languages include (in order of frequency): Hero's Tongue, Ilandic, Elvish, Goblin, and Honuran.

Dwarves are uncommon in Lebensbrüke, and most come from remote mountain areas or from the Four Kingdoms across the sea to the north. A dwarven character might be regarded with curiosity by folk in rural or remote villages and towns, but cities and towns on major trade routes and near dwarven delves and citadels have more contact with them. Dwarves are most frequently followers of the Ishan faith. They do not have a unique Dwarven religion or language, instead using the local human language (in this case, Smeisserander). Dwarves otherwise conform to the rules in the PHB.

Elves are cautious when traveling in human lands, because they were hunted and tortured by the Smeisseranders less than twenty-five years ago. Most Kraanichers steer well clear of elves, some fearing retribution while others still harbor hot coals of hatred for imagined wrongs. Elven society is centered around the Aelvenwode, the great elven forest between Voyreem and the Alaan Mountains. Entry into the deep Aelvenwode is absolutely forbidden without express permission of an elven noble. There is a separate elven racial language that is very old, and it is considered a romantic language by elves and outsiders alike. The religion of the elves is explained in the Theosopher document—they do not worship the Seldarine of the PHB and other source materials. Elven stats and racial traits are as presented in the PHB.

Half-Elves used to live hunted and lonely lives, when they were allowed to live at all. In times before the formation of Lebensbrüke most half-elves born to human women were placed on stones after birth to die of exposure to the elements. Some, particularly those born in or near Voyreem, were saved and raised by the druids.

Recent Half-Elven History

In LY 2142, the year before the Lebensbrüke Rebellion, a half-elven patriot named Ruger Fuchs led an exodus and revolt against the Smeisseranders. Half-elves from all over Jaastenland flocked to Faereaver Fortress, the Smeisserander stronghold on the border of the Aelvenwode. There, Ruger used a powerful artifact known as the Red Crystal Skull of Kethrac to raise an army of dead Smeisserander soldiers to capture the fortress. The half-elves poured in behind the army of darkness, cleaning up what remained and securing the city. As often happens with legendary artifacts, the Crystal Skull proved more powerful than Ruger could control, and it drove him mad and turned him to evil.

Dark Schniedar, Jann Wenner, Uta the Wanderer, and the Dragon Wizard gathered to defeat Ruger before he could destroy Voyreem in his madness. As the legend goes, Ruger and the Dragon Wizard were long time rivals. There was an epic battle of magic and advanced technology at the center of Voyreem as Ruger tried to use the Crystal Skull to conquer the city. At its end, Ruger fell to the Dragon Wizard's magic at the crossing of High Street and the Contradina High Road. Dark Schniedar used his druidic powers to grow a tree from Ruger's corpse, preventing his reformation as an undead lich and saving his soul from eternal damnation. The oak tree grew to a great height within a single day and is considered an honored landmark of the city to this day.

The half-elves were aided throughout their trials by the great dragon called simply "Lady Dragon," or sometimes known as Tysrravya in Elvish. Ruger's inner circle defended their gains and proclaimed "Tir Parivel," the Land of Freedom, over the Saalz County that they had taken from Smeisserand. The king of Smeisserand moved to crush the "halfbreed scum" and this eventually led to Queen Anissette's support for the half-elves and the Lebensbrüke Rebellion.

Half-elves still tend to be touchy about their status as free people and great patriots of their cause. They are welcome in elvish and human society, but still don’t really fit in well. Tir Parivel is now a county of Lebensbrüke made up mostly of half-elves. A great many of the half-elves under 25 years of age have half-elven parents, and the Tir Parivel Council has stated a goal of making their territory a place where half-elves can build their own kind of society with the best features of human and elf.

Most half-elves speak Smeisserander as their primary language and Elvish as their second. Religious belief varies. Most half-elves appreciate Druidism, feel drawn to elven Theosophy, and follow the principles of Ishan. Half-elf stats and racial traits are as stated in the PHB.

Halflings are fairly common in communities throughout Lebensbrüke. Many were originally humans transformed by the Red Plague unleashed on Saltwave by the Sky Golems in the War of Falling Stars. As such, halfling culture has not really settled down yet, but the halflings do like to move about and explore. Most Kraanichers regard halflings as children or deformed people, and either avoid or pity them—both of which the halflings hate. Halfling statistics and traits are as described in the PHB.

Gnomes are fairly common throughout Lebensbrüke, and quite well known near Voyreem itself. The Hillsfar clan of gnomes is just a day's journey east of Voyreem, on the northeastern tip of the Aelvenwode. There are several other clans of gnomes living in the Alaan Mountains. They are friendly traders in the fine works of jewelry and other metals that they produce in the halls and crofts of their hidden dells. Gnomes are actually more widely known than dwarves, and rural folk may assume that dwarves are just burly gnomes. Gnome characters gain the usual abilities described in the PHB.

Half-Orcs are a special case in the Saltwave Campaign. Until the Red Plague produced degenerate orcs with the barbarity and statistics described in the Monster Manual, orcs were solid, dependable citizens of Jaastenland and the Four Kingdoms. Now, it is common parlance to call a civilized member of this race a "half-orc" while calling the degenerate ones "orcs." (( This also makes it easier to stick to standard D&D3 game terminology. ))

The half-orc mentality has been accurately described as "a playful teenager with the muscles of an ox." They usually grow up in the company of traditional families and are usually neutral or good, rather than evil. Very few are the result of human-orc crossbreeding. Most of the orc young adults are mercenary warriors, miners, or prospectors. Some become squires and knights. As they age, they often take up more peaceful pursuits. Half-orcs are common in Lebensbrüke, where they are seen as especially good at strong labor and soldiery. An orc is judged by his merits, class, and social standing, just like anyone else. Orcish gentry or nobility, however, are still quite rare. Orc characters have the standard stats and traits from the PHB, with the following changes:

  • +2 ST, +2 CN, -2 IN, -2 CH: Half-orcs are used to difficult conditions and extended manual labor. They are tougher than the standard PHB version.
  • Gullibility: Half-orcs are rather more gullible and susceptible to trickery than the PHB might indicate. They suffer a -1 racial penalty on attempts to detect or resist the Bluff, Disguise, and Forgery skills and on Will saves against Charm-type enchantments (but not Compulsions) and effects from the Illusion school.
  • Favored Class: Fighter. Half-orcs have a long and honorable tradition of being excellent warriors in mercenary units and in royal armies alike. Many find combat to be an excellent physical challenge, and master many different fighting tricks and techniques.

Character Classes:

All character classes from the Player's Handbook are found in Lebensbrüke. Players wishing to play clerics or paladins should get more information on the Ishan faith. There are no standard PHB deities and religions. (click here for information)

Also, there are some minor modifications to the abilities and background for some classes. Please check this list of alterations.

Skills and Feats:

The standard range of skills are available to all characters. It is acceptable to swap out class skills on a skill-for-skill basis with the referee's approval if you would like your character to be good at something that is not on the standard list.

All feats from current 3.5 Edition core rules and WoTC supplements are acceptable. In addition, there are some Saltwave-specific feats you can investigate. (click here for feats information)


MONEY

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The Kingdom of Lebensbrüke uses a standard D&D currency system. The silver mark is the basic coin (abbreviated mk), equivalent to the 1960’s US dollar in buying power. Most rural families live off the produce of their farms and a few odd coins or bartered items. They make about 800 marks a year, in addition to their subsistence living. Common families in towns or cities often live on about 9,000 marks per year. Fairly well-off families live on 20,000 mk or more, while the wealthy spend at least 50,000 mk each year. With the increasing prevalence of industrialization, mass education, and factory work, more and more people are making a higher standard of living as each year passes.

The Lebensbrüke gold piece is the gold crown (abbreviated cr), worth ten marks. Crowns are often found in the hands of urban dwellers, gentry, knights, merchants, and adventurers. Lebensbrüke also mints platinum trade bars as an instrument of greater value for commerce. These are the common instrument of merchant houses, and are generally minted in denominations of ten, twenty-five, fifty, and one-hundred crowns for convenience. In LY 2165, Lebensbrüke also started issuing paper money and certifying electronic funds transfers. Typically, these are only trusted and used by the very wealthy and technologically savvy.

Player characters start out with the amounts of money listed in the PHB. Wizards, of course, have their apprenticeship spell book, which will contain 2d4 spells, plus detect magic and read magic. Some characters might be provided with basic equipment by their patrons free of charge, depending upon their backgrounds. Characters starting above 1st level may use the "Character Wealth by Level" table in the DMG to determine how much money they have to equip themselves.

SPECIAL: The Standard Adventurer's Pack. Each character has the option to purchase a Standard Adventure Pack, which is a generic backpack filled with all of the standard and mundane items that an adventurer could want. If you forgot it, it’s in the Standard Adventure Pack (called an S-A-P). The SAP never contains special gadgets, magic, living things or things that the DM rules aren’t there. Rope, tinderboxes, torches, small lanterns, one flask of fire oil, several day’s rations, and the like are commonly pulled at a moment’s notice from a character’s SAP. The SAP costs 15 crowns and weighs twenty-five pounds.


RELIGION

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The predominant religion in Lebensbrüke is Ishan, with Druidism in second place.

The Ishan faith is a neutral good monotheistic religion that stresses individual acts of good and readiness to take action as God wills when the moment of decision arrives. Enlightenment is an individual path with obligations to help others. For followers of Ishan, there is only one God as the Creator. Anything else is just a powerful being from another plane of existance. Worship of other gods and goddesses is acknowledged and accepted, but not encouraged. (click here for more details)

Note: Paladins must be of the Ishan faith. Standard clerics for players new to the campaign also follow the Ishan faith, but elven priests are Theosophers, and have a different religion.

Druidism is primarily neutral in nature, and reveres the nurturing forces of nature. Nearly all villages have their own small groves, and there are nineteen Great Groves in Lebensbrüke that serve as the homes and headquarters of senior druids. The Great Aelvenwode Grove is a mere day's travel to the northeast of Voyreem, tended by Master Oakhallow, a wise fellow of some experience and standing within the community.

Druids have the standard PHB abilities, but also sponsor monastaries to teach self-defense and agriculture. Druids gain Improved Unarmed Strike as a bonus feat and unarmed damage as a monk at 1st level. Monks and druids often work well together.

Elven Theosophy is the faith of most elves, and emphasizes a oneness of living things as well as a detached omnipresent Creator. Theosophy is a way for the long-lived elves to reflect and think about their lives and their relationships to others and to the world around them. Theosophers are teachers, healers, and some times defenders of their communities and the elven way of life. (see the Elven Theosopher class for more details)

Dianic Worship is another growing religion. This is worship or homage paid to the goddess Diana, patron of women, fertility, mystery, and the hunt. Sorceresses and good witches worship Diana, and it is the official religion of the kingdom of Amazonia, far across the sea to the west. Diana does not demand exclusive worship and many people participate in both Dianic and Ishan or Druidic ceremonies. Devout followers of Ishan are careful to point out that the goddess is not the supreme creator, but just a very powerful spiritual patron. True worshippers of Diana don't care.


ADVENTURING PARTIES, CHARACTER, & ALIGNMENT

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The epic struggles between Law and Chaos, Evil and Good do not concern most people in Lebensbrüke on a daily basis. The front lines of the conflict are subtle and are often overlooked by ordinary people rushing about their own business. Most civilized areas, the Kingdom of Landers across the sea especially, will tend toward lawful good outlook. Some will be neutral, and some will be chaotic good, netural good, or lawful neutral.

Adventuring Taxes & Guild Registration:

Her Majesty, Queen Anissette, greatly respects and enjoy the capabilities that adventurers provide, but she also realizes the danger they bring home to civilized places. For this reason, she has long held a policy of requiring adventurers to become registered with the Adventurers' Guild. This helps establish the capable from the merely dangerous, and makes it easier to collect the Salvage Tax of 10% of the value of recovered spoils and treasure. It should be noted that this tax pays for upkeep of elite law enforcement units and other community safeguards against "things that follow adventurers home." The Salvage Tax is limited to 4,000 cr per year. No one will pay more than that amount, regardless of the amount of other spoils recovered.

Of course, Her Majesty also engages capable groups of adventurers for special missions. The only way to obtain such desirable and lucrative assignments is to be registered with the Guild and available when the need arises.

Types of Adventures and Alignments:

The stories in which the adventuring characters become involved will tend to be those where they should help good triumph over evil. For this reason, and to preserve party health, PC alignments should be good or neutral, with good tendencies. Properly played, chaotic neutral and all evil alignments will tear apart a cohesive adventuring party. When this happens, the players and DM are not having fun. Having fun together, not at one another’s expense, is what the game is about.

Character Conception:

On a separate note, each player should develop a strong conception of what sort of person his or her character is. Some questions to think about are:

  • What is the character’s name?
  • What are his/her likes? Dislikes?
  • Is this character brave, cowardly, or something in-between?
  • Why is this character even bothering to leave home to become an adventurer?
  • What does the character want to get out of adventuring? Out of life?
  • What does the character look like? What does her or she like to wear?
  • What special and distinctive mannerisms or quirks does the character have?
  • What has the character done before now? What training or schooling has he or she had?
  • Does he or she belong to any groups? What is his or her membership status (active, former, banished, apprentice, etc.)?
  • What is his or her family situation, home town, and obligations (if any)?
  • Does the character have a symbol or badge? How about a nickname?
  • What does the character believe in? Reject? Love? Hate?

Thinking about and answering these questions builds the basis for roleplaying the character. Roleplaying is equally important to combat and problem-solving in the Saltwave Campaign.

Take some time to talk with the other players. What are their characters like? Are your characters all just meeting for the first time, or did they know each other before they became adventurers? Figure out a reason for adventuring together as players before the session begins. If you do, you’ll have a group that is better prepared and confident to face danger. Doing this will also let the DM know what kind of flow the adventure and campaign should take to make things fun and interesting for you.

Take the time now to get into character and find out about the other characters in your newly-formed adventuring party. Act it out!

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Last updated 17-Nov-2004
Content copyright © 1998-2003 by SilverDragon.