Sandyburrow Trading Company
With the expansion of allied military forces, in the form of the Brotherhood of the Hammer and the Realm of Aradhel, the Sandyburrow Trading Company seeks to colonize the once deadly wilderness. They work to expand their wealth and influence while supporting the missions of all allied forces.
The Sandyburrow Trading Company started out as a family owned business and has expanded to allow many members of other halfling families to claim positions of power and importance among their ranks. Goblin workers are employed by the Company to do labor otherwise too dangerous, and while not slaves they are not far from it.
Under the leadership of Eglantine Sandyburrow, the Company has expanded its land holdings two-fold, much to the annoyance of some of the other competing interests. Eglantine Sandyburrow is calculating man who values family ties and the skills of his workers when considering advancement. Resources are readily available for all employees
New Characters may choose to start as an employee of the Sandyburrow Trading Company
Rich clothing with matching patterns and colors. No armor outside of ornamental purposes.
Daggers. Prefered magic is Spirit. All production skills.
Halfings and Goblins
Aristocrat - Among the Halfings, certain families have established themselves and can provide for those of their dynasty.
Citizen - Trading Company life is full of structure and customs that may seem strange to outsiders. Those born into it know how to navigate the hierarchy.
Outlaw - Sometimes to operate, you need to work outside outside of the structure of society.
Scholar - Knowledge can be its own type of wealth and in the Sandyburrow Trading Company, wealth is always valued.
* Recommended options are intended as a starting point to create a new character but are by no means the only possibilities.
Terra Firma or “solid ground” as it was named by Founder of the Mecerto Order before the dawn of the current age refers to the land south of the Aurora Borealis, north of the River Nemus, east of Profundum Sea, and west of the land of Mors Mortis (the land of Death). Civilizations have risen and fallen and lore lost to the march of Time within the bounds of Terra Firma.
Now attention turns to the wilderness that acts as a gateway to the land of Mor Mortis, long inaccessible due to a strong a fierce nation of Orcs lead by Chieftan Thugdath. But he has grown old and many of his followers have died due to plague, infighting and encroachment by nations and groups interested in the wealth the feral landscape holds. With his passing, the way would be open for all who hope to benefit.
An old Keep, a relic from the time when humans sought to claim the land and all within it as their own, has been selected as an outpost and a neutral zone. Against the unforgiving landscape, putting aside personal differences may be necessary in the short term for those who wish to survive and see their ambitions met.
Changes to existing skills:
Tinkering: This skill works as normal but also allows the person to reload guns.
Florentine: This skill works as normal but also allows dual wielding of pistols but not rifles or blunderbuss. You may not dual wield pistols without this skill.
Optional Rule: Apprentice Spellpages
Optional Rule: Conversational Combat
Optional Rule: Craftsman (Skinning) Defined
Optional Rule: Evade Effect
Optional Rule: Piercing Damage Type
Optional Rule: Swing Flurries
Optional Rule: Visual Targeting of Shatter Effects
Supplemental Rules: Medicinals/Doctor
Supplemental Rule: Firearms
Supplemental Skill Set: Combat
Supplemental Skill: Blowgun
Supplemental Rule: Mastery Defenses
Other Supplemental Races/Rules/Skills
Heroic North Texas
Chapter Director: Gregg Allen
January 5, Splinttered Realms IV
January 26, Splinttered Realms V
February 23, Splinttered Realms VI