GASPWORLD1... GASPWORLD2... HOME... GASPGAMER.COM

G.A.S.P. World

DM: Daniel Cetorelli

Website: Tim Harper

Capital Underdark Norin's Keep Safehurst Mirath Capital 
Safehaven Devon Capital Sith Tor Hobbit Villages Capital Diev Felwith Stormshire Piette Keytop Belfur-Kilmek Dorim-Kildur Farak-Thrur Gimur-Dalfik Capital Dwar-Nordal Belar-Nalmalk

I. Gasp FRP Character Pages


Gnarr

Joff

Marcomir

Pelath

Sedriss

Tadios

Tharn

Tobias




II. Animal Friends/Familiars

Betty the Pony Galen the Psuedo-Dragon Paco the Monkey Pelath's Horse




III. Non Player Characters of Note


Agrilanuledrich

Bordash Gem Gnome

Crazy Lady

Desmona

Durnhelm (farmer)

Finni

Ferny (Bartender)

Fonkin

Footsoldier 16

Gwaihir
the White

Henry the Smith

Kayleb

King Fredrick

Omlit

Paladin of Devon

Priest of Pelor

Prince Aldric

Nyphystra

Siron &
Trakonis

Sorceror(Rusty Nail)

Todd (apprentice)

Whitey the Dragon



IV. G.A.S.P. Graveyard


Chade...Gimlit...Governer of Devon...Herkel...Jenn...Terrance




V. Places of Interest


The Coppor Pot

The Dirty Fighter

The Green Ale Inn

Fanghorn Castle

The Rusty Nail

Safehurst Castle

Thor's Temple

The Weary Soldier




VI. Race Pages

Dark Elves...Free Elves...Half Elves...Lost Elves...North Dwarves...South Dwarves

Gnomes...Hobbits...Humans...Half Orcs...Ice Orcs...South Orcs





VII. Gods

Jormundur...Loki...Pelor...Pelatonk...Thor




VIII. Groups & Organizations

The Dark Mages of the Savage Land...The Squad...Thor's Militia...The Underground




IX. Past Sessions





X. Last Session


2003 "New Campaign & Website"

Gaspworld2 will be the new website for the next campaign. I wanted to have this left online for anyone including myself who wanted to look back, plus I didn't want all the work to go to waste.

Well the second monthly GASP World D&D 3rd edition campaign is going to be starting up in the next few months. For anyone who has never played with me before I enjoy character concepts and backgrounds over stats and stuff. I run a very rules loose game so if you like to quote rule books this may not be the game for you. The world we play in is 25% my design, 25% player design, and 50% shaped by what the characters do in the game. We have a Web Site maintained by Tim Harper (Thanks a bunch Tim!) that chronicles the world as we develop it. You can check it out, read the last Campaign and see if it is something you might enjoy. Because we know everyone cannot make it every time we play the game we try to design it to allow players to float in and out but the more you play the more I try to involve your characters in the story.

If everyone agrees I think we wil1 start the new Campaign in July but get character ideas to me soon so I can start to mold the campaign to the characters. I want to try to limit the number of players 8 with the previous campaign players getting first dibs but if there really is a high demand I might be per swayed to take on more. If you think you would like to be a casual player I often run a few NPC�s for this very reason.

Guidelines for Character creation

All characters can continue from the Northern Campaign at their current level or raised to 5th level if below that.

New Characters

Start at 5th level
Stats are 4d6 drop the lowest arrange numbers however you like.
I am all for playing what you like but if you are planning something off the wall or from some non-WOTC source book talk to me first.
The only restriction is that you can not play a free elf (see the race pages if you don�t know what I am talking about.)

The Southern Campaign

The war between the Northern Kingdom and the Sith Tor Nation has been brewing for 2 years now and Blind King Fredrick has begun marching and sailing his army south. The Eleven nation is in his way is not happy and the land looks to be in Chaos for many months if not years to come. Many people are moving to the Southern Kingdom to avoid the war but just as many are going north to be hired on as mercenaries. You have found yourself in the Southern capitol of Diev. It is a fantastically Hugh city and the opportunities for an adventurous sort as yourself are boundless. At first glance the city is very orderly and lawful but you are quickly discovering a dark underbelly that has opened up many new opportunities. The land is ruled by guilds and you have found that they have an Adventures Guild you have also found that to get any kind of work you must belong to a guild. You and others have teamed up with a sponsor named Jacomo. Jacomo is an odd bird but he does seem to have some real contacts and up until recently he has keep you busy with things to do and some have even paid pretty well. You have a small but clean and safe apartment in the third tier of Diev.



Other Information

The Southern Kingdom is the oldest Human territory and many believe in its final decline. The console of nine, which is an elected body, �officially� rules the land but the reality is the land is under the control of the guilds. Every tradesman in the Southern Kingdom belongs to a guild and anyone not in a guild does not operate in the Southern kingdom for long. Although not openly spoken of the absolute ruling power is the Body guild. If anyone is asked they will claim ignorance to the existence of the Body guild but the body parts are often spoken of. The hand is made up of fingers and when brought together they form the fist. There are arms, legs, head and at it�s center the heart and soul. The fingers are made up of small time crooks and pick pockets but work or are called together and are referred to fists. The Arms are enforcers and money collectors. The legs are messengers and scouts. The Head are the various leaders of these groups. The Heart rules the head and no one knows who the Soul is but many believe who ever it is truly rules the land.

The Southern Kingdom is largely a human population but because of the Dwarven nation to the East, the Elven nation to the North and the Orcs to the south there is a wide dispersion of races in the South. The South has extensive trade relations with the Elven nation and even some dealing with the Sith Tor and although the dwarves keep to themselves culturally there is a fair amount of trade with them as well. The Southern Kingdom has chosen to remain out of the War between the Sith Tor and The Northern Empire and supplies both side equally with trade.

The average citizen is very safe in the Southern Kingdom and laws are strict and rigidly enforced. There is however a very dark underside to the Southern Kingdom and people who cross the guilds have been know to simply disappear. Taxes are generally low but there are hidden �protection� fees that most merchants pay to the Hand.

The capitol City is Diev, which is believed to the main head quarters of the Body guild, and this is also where the counsel of nine resides and �rules�. The city is very large and has cascading city walls. At the very most center are the government buildings and the estates of the very rich. The second tier is comprised of the upper merchant class and their stores. The third tier is made up of middle merchants and most of the guide halls and churches. The forth tier is the lower class sector made up of flophouses open markets and apartments complexes. If anyone operates without a guild license it is here it is also the most lawless. There is also a significant level of buildings and population that live outside the walls of the city and these consist of foreign merchants not willing to pay the tariffs to trade inside the city walls. This where the Hand makes most of it�s money. The city is believed to be the oldest human city in the land and some of the building date back a thousand years. The buildings are predominantly white and all the main streets are paved.

The Climate of the Southern kingdom is moderate with very light or no snowfall in the winter. To the very south the climate is very arid and is dominate by the Tikkan Waste. The waste are a desert that is populated by nomadic clans that are technically ruled by the Southern Kingdom but have very few dealings with the main population of the Southern Kingdom.


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