The Shoals of Virtue (Inactive)

Game Master DreamAtelier

On the islands of Tian-Xia, political ambitions and a long forgotten dynasty will collide.


Setting Information:
The Islands of Lost Virtue make up a moderately sized kingdom off the coast of Tian-Xia, comprised of an extensive archipelago of nearly 200 discrete landmasses. Isolated from the mainland continent by treacherous ocean currents, dense fog, and freak storms, the people of the Islands have little regular contact with the outside world.
According to the history the Islanders tell themselves, they are the remnants of the last rightful rulers of all of Tian-Xia and their most loyal supporters, driven into exile by treachery on the mainland many thousands of years ago, as a race of dragons attempted to supplant them. The official stories hold that the rightful rulers had retreated to the islands (which had once been a vacation estate) to recover weapons that had frightened the dragons so extensively that the dragons used the sea and skies themselves to trap the ruling family and their loyal supporters away from Tian-Xia for all time.

Functionally, the modern day islands are a Confucian autocracy. Each island is ruled by a satrap, who claims descent from the original ruling family, and nominally owes loyalty to the current head of the family (who, upon ascending to this position, forgoes his personal name in favor of the title of Emperor).

Society on the islands is strongly organized around the concepts of service to one's lord and community, because life on the islands is simply too harsh for each individual to go their own way. Virtue is prized because it is believed that a virtuous society will be a harmonious one.

Everyday magic is relatively common among the islanders (see character creation), a fact which they claim comes from their virtuous nature. Because they stood by their lords when power was usurped, the spirits of their lords and ancestors favor them even now, granting them the minor talents most individuals demonstrate. At birth, each Islander goes through a divination ritual which is used to determine what their talent will be, and by the time they become an adult they are expected to use that talent for the sake of their community. It is widely held among the islands' populace that the more powerful the talent you are born with, the greater the services your ancestors performed for the royal family.

Your PCs should be in the service of a minor Satrap named Shi Gongxi, who is in charge of an island on the eastern edge of the archipelago.

Campaign Traits:

Sage: You are known for your scholarship, and have managed to secure a place as an adviser or instructor on some subject to an individual of either wealth or standing in Eastwall Satrapy. While it is the responsibility of a sage to offer honest advice/criticism to his charges, you must always be cognizant of the fact that they are your superior, and the wrong word at the wrong time can mean an end to your position, and in the case of truly powerful or angry charges, your life. As such Sense Motive is always a class skill for you, and you begin play with a free scholar's outfit, a free skill rank in the Knowledge or Profession skill to which your position is related, and medium treasure chest with a simple lock in which your personal belongings are stored when you are living or travelling with your charges.

Entertainer You are an artist, craftsman, or performer who possesses a patron among the satrap's court. In return for performing at the request and to the specification of your patron, you've managed to find a place in the lower echelons of the court itself, with individuals knowing that things said to you will likely be reported to your patron at some point in the future. Of course, too keep the interest of your patron requires only giving them your best works, and being quite capable of degenerating the work of your rivals. Appraise is always a class skill for you, and you receive a free skill rank in the craft or performance skill for which your patron employs you. Your patron also supplies you with a set of normal qualities tools for your area of expertise, and a modest stipend (represented by 20 extra gold at character creation).

Courtier You are a minor functionary of your satrapy's bureaucracy, such as a clerk, port inspector, tax assessor, etc. Too reach this position it was necessary that you pass a civil servant's exam and swear loyalty to the Emperor and your satrap. While it is probable that you've never spoken with the satrap or emperor personally, your position carries with it a certain degree of prestige, and your training before the exam was designed to instill you with a strong sense of ethics and responsibility, as a result of which you receive a +1 trait bonus on saves to resist charm and compulsion effects, a signet ring (your badge of office, not a personal seal), a free courtier's outfit (without jewelry), and a free skill rank in Knowledge: Local.

Diplomat You are minor functionary of your satrapy's court, tasked with conveying the words and will of the bureaucracy and satrap to others. You might be a messenger, a courier, a herald, or simply a minor member of diplomatic missions. These positions are usually only given out to individuals who have demonstrated themselves to be trustworthy and loyal over time, either through civil service, or because the history of their family. Your responsibilities include always conveying your lord's words accurately, but never giving any unintended offense. Diplomacy is always a class skill for you, and you begin play knowing 1 additional language of your choice. You also begin play with a signet ring (your badge of office, not a personal seal), and a free courtier's outfit (without jewelry).

Guard You are a low ranking member of the Satrap's Guard, a defensive military force charged with the protection of his holdings, court, and family and person. Trained to hold your ground against whatever might attack on pain of death, you receive a +1 trait bonus to saving throws to resist fear effects, and a +1 trait bonus to damage when bracing a weapon to receive a charge. Because some of your military gear is supplied by the satrapy, you begin play with an additional 30 gold, which must be spent on weapons or armor.

Soldier You are a low ranking member of the Satrap's offensive military forces. Because most offensive actions are raids carried out on other islands of the archipelago, this means you're used to travelling to other islands and fighting while at sea. Acrobatics and Swim are always class skills for you and you receive a free skill rank in Profession: Sailor. You've also learnt to take advantage of the terrain around you and your opponent, using it to make unpredictable attacks and hinder your enemies attempts to avoid your blows. As such you receive a +1 trait bonus to hit if either of you occupy difficult terrain. Like a guard, some of your military gear is supplied by the satrapy, and you begin play with an additional 30 gold, which must be spent on weapons or armor.

Spy You are responsible for performing covert operations for the satrap and members of his court, and keeping them safe from others of your kind. You might be a spy, a scout, a member of some internal police force, or an outright assassin. Regardless, your training was geared towards striking unaware or distracted foes quick and hard to take them down in silence. Sleight of hand is always a class skill for you, and you receive a +1 trait bonus to damage when striking a flat-footed or flanked enemy. You begin play with a free skill rank in the Disguise skill, an extra outfit of no more than 10 gp value, a mask (for concealing your identity when you're working), and spring loaded wrist sheath.