Zeindost Land of freedom and Intrigue

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Mistmaster
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Zeindost Land of freedom and Intrigue

Post by Mistmaster »

Zeindost

Culture level: Chivalric
Ecology:Full
Climate & Terrain: Temperate, the fertile coast is separetedfrom the rest of the Core by the Gesteinvall Mountains, heavily mined and quarried, but not populated by ant sizable community.
Languages:Zeindosteinian (Dutch), Zherisian , Valachan, Dementlieuse, Mordentish, Lamordian.
Religions: Church of Ezra (L/N Sect), Cult of the Morning Lord, Church of the Lawgiver, Cult of Oceanus, Culto of Lathurr, Divinity of Mankind.
Races:Human (Zeindosteunian 70%) Aquaric Humanoids (10%) "Werebeasts (10%), Sentient Undead 5%,Other 5%.
Governement:Constitutional Presidential Federal Republic, every City is a city-State.
Ruler:President Karl van der Rund.
Darklord: Captain Morgan van Techtovhaan
Analog: United Provinces Republic XVII-XVIII centuries.

Capital City:Doppelhafen (4100) (L/N, Double of Standard)
Important towns: Rotehafen (3150) (N/G Double of the Standard), Gesteinhafen (2870) (C/G, Double of the Standard), Kromsabelhafen (1990) (N, Double of the Standard), Latstehafen (780) (L/E, Double of the Standard), Laatsehoope (200, Half-Standard, N)
Borders: North: Valachan, Hazlan, Mist, south the Nocturnal Sea; The Domain includes the tiny island of Laatsehoope.

Domain Overview
The domain is a patch of land locked between the Sea and the Mountains;rhe cities are all located on the coast, the domain form an horseshoe gulf, called Gulf of Whisps; From West to East we have the cities of Rotehafen, the main military port, Gestenhafaen, city of artists, and scholars; the Capital City, beautiful Doppelhafen, seat of the Governement, and the richest Merchant city of the Southern core, Kromsabelhafen, the city of the Werebeasts, and lastly, Laatsehafen, city of the living deads. Latsehoope is a fortress island at the mouth of the gulf.

The People
Zeindosteins are a people of merchants, seafarers, and, sometime, pireates; they values personal freedom and civil freedom as the most important things; people are to be judged on the base of theyr actions, not because of theyr look; Werebeasts and even sentient undeads, as long as they behave, are wellcome in Zeindostein; If someone can communicate, think and argue for itself, than it's a person, and it can get citizenship; Citizenship is acquired paying a fee, after five years of residence and tax paying; Residents enjoy all civilian rights, they simply cant vote or be voted in the Municipal and General Assembleys. Zeindosteins value elegance and cunning; brutish behaviour is very frowned upon, but Zeindosteins are a forgivin and understanding people; on the minus side they can be swayed with money and bribes, unlikely to directly harm, but easily to favour and help a part. They saw bribery as a part of the competition, and corruption, as a lube, which in small doses, can help the wheel to spin better.
Zeindostein respect the Sea and his laws.


The Famed and the Infamous:


President Karl van der Rund
(Male Old Human, L/G, Expert 7)
Illustrious academic and lawyer Karl van der Rund is currently serving his fourth quinquennial mandate as President; The leader of the Unitarist Progressive Party, he is one of the most appreciated political leaders of the domain; Shrewed but ethically rightous, van der Rund is currently hiding the initial stage of a serious illness of suspect supernatural origins; his death or retirement could be very dangerous for the country stability.

Allan Kyne (Leibentodt Rogue (Courtier) 9, L/G)
A Leibentodt created on Nebligtode Island he managed to ran and landed on Zeidost were his peculiar nature was not regarded as something abominious; he is the current Vice-president of the Republic. He loath the Undeath party as sectarious and sovversive.
He is unaware that he is unwillingly poisoning the man hemost admires, President va der Rund, thanks to a curse van Tachtovhaan put on him. Should he became president he would be hightly divisive, favouring the Darklord cause.

Mayor-Governor Jan Hopperhein
(Adult Human Aristocratic 3/Fighter 3 (Privateer), L/N)
Retired Capitan Hopperhein left the command of his ship "Der Zeespeer" after loosing his left leg; Nowaday he serves as the Mayor and the Governor of the Capital city of Dopplehafen; however his new life is grating on his nerves and heis starting to use unhealty drugs which makes him blakmailable by any who would acquire the information.

Mayor-Governor Wilhelm van Karg
(Adult Human N/G Alchimist 10 (Healer))
A phisician, a soldier and the saviour of many lives Doctor van Karg specialized in Lamordia and is one of the best in his field; He is also a pretty good strategist, and is renowned for taking over is unity after his commander died during a pirate raid. He won the election as Mayor-Governor of Rotehafen by a landslide. However, he has a public soft spot: His son is an Half-FleshGolem; He turned him in one to save his life after an incident; The boy have been object of hostility by the right-wing of the opposition; should he ever fall prey of the golem madness, the fallout would be fatal for his father career; van Karg is also an advocate of Half-Golemization as a free tratment, financed by governement, for serious conditions.

Mayor-Governess Gretl Halegrun
(Middle-Age Human Bard 5, C/G)
Madam Halegrun ran for Mayor-Governress of Gesteinhafen as a joke; her victoey was a surprise for herself, too. Anticonformist and not very prone to compromise, she has quickly turned the previously rigid academic city in a lively artistic paradise; Somehow, the amount of visitors the city get allow for the city finances to survive the Mayor extravagances. However, recently, some event have been marred by accidents, which maybe happened thanks someone. The Mayor-Governress is investigating personally on the matter and could hire help.

Mayor-Governor Hieronymus van Fellemaan (N Adult Seawolf Fighter 4 (Privateer))
van Fellemaan is the Chairman of the Weres Equality Party, main party in the diverse Zeindostein werebeast community; he is also the elected Mayor Governor of Kromsabelhafen, the only city-State in Zeindost were the shape-changer and were population is majority. An afflicted Seawolf who succesfully was taught to control his beast, he made quite a career in Zeindost Navy, winning a recent skirmish against Zherisia; Recently retired, he easily won the hearts of his fellow weres; He could bethe firstmeta-human to be elect President, came next elections; Recently however, Werewolves cultists of Fenris the Wolf God, from Verbreker sect are starting to seed insatisfaction beetwen the weres community; van Fellemaan is heavilyinterested to stop the unrest, no matter the cost.

Madfang (Middleaged Werewolf, Oracle of Fenris 7, C/E)
Madfang is the head of the Sect of the Bloody Moon, a Verbreker-born sect which enfatize the role of the weres as predators. He is secretly sponsored by von Techtovhaan.

Mayor-Governor Hans Begraafplaats(Awakened Sea Zombie Rogue 4, L/E)
Hans Diederich was one of Captain van Techtovhaan crewmates, and one of the first to be turned a Sea Zombie, than awakened to become one of his primarly political pawns; while evil and firmly on van Techtovhaan side, Hans is a fairy honest, efficient and reasonable administrator and the mixed living-undead community of Latstehafen have hight essteem of him. He is aware of his master ultimate goal of breaking the egalitarism in Zeindostein society but, while collaborating, he is not very enthusiastic so.

Captain Morris Bloedbaard
(Adult Human Rogue (Pirate) 10 , N/E)
Captain Bloedbaard is a pirate, and van Techtovhaan unofficial enforcer and executioner; While evil and mercyless, he cares deeply for his son, a boy of seven called Vilhelm; the boy is currently an obstage of van Techtovhaan.

Klaas the Fisherman
(Old Human, Oracle 3, N/G)
Saved by the voice of Oceanus , lady Kalista, during a storm, old Klaas has been chosen to breach Oceanus message of peace and bounty in all the ports and in the mainland where his voice can't go.

Kalista van der Bergen
(Adult Female Seelkie, Cleric 14 of Oceanus N/G )
Once a human lady of a rich family, she dedicated herself to Oceanus, Lord of the Seas, to save her land from a terrible strife; Oceanus turned her in a Seelkie, and bound her to the sea; she can't never leave the sight of the sea, or she will die. This makes contacts with his former family quite complicated. But she uses her position as Voice of Oceanus to protect the peace of Zeindost, and she is very busy, trying and countering van Techtovhaan's schemes.


The Darklord

Morgan van Techtovhaan

Medium Undead N/E Rogue (Pirate) (Acquatic, Augmented Humanoid) 14 (128 HP)
Speed:30, Swim 30
Initiative:+10 (+14 in Shipwreck Hall)
Armor Class:34 (38 in Shipwreck Hall1) (+7 Dex, +4 Deviation,+1 Dodge +5 Natural Armor, +7 Armor), Flat-footed 26 (30) Touch 22 (26)
Space/Reach: 1 square /1 square
Combat Manouver Defense/Combat Manouver Bonus:33/+19 (37/+28 Disarm Manouvers)
Str:18, Dex:26, Con:-, Int:14, Wis:13, Cha 18.
Saving Throws: Fort:+9, Ref:+16, Wil:+9
Special Qualities: Undead Traits, Damage Reducrtion:15/Magic and Piercieng
S.R. 27, Curse of the Darklord, Vulnerable to Electricity, Immune Cold, Fire Resistence 15, Unflinching (+4 against fear and Mind affecting effects), Elusion, Uncanny Evasion, Rogue Talents (black market connections, finesse rogue, firearm training,, rope master, rogue crawl improved elusion), Trapfinding., Rejuvenation.
Special Attacks: Create Spawn, Awake Undead, Sneack Attack (7d6).
Attack: Melee: +3 Sharp Unholy Rapier (+23/+18/ +13, crit 16/20 x2, Damage 1d6+7, +2d6 vs Good.
Ranged: +3 Longrange Pistol (+22, crit 20 x4) Damage 1d6+3 (Touch attack in 40 feet)
Skills:Acrobatics: +25, Bluff. +25, Climb:+22, Diplomacy.+22, Escape artist: +25, Intimidate+22, Knowledge (local)+20, Perception:+19, Profession (Sailor) +5, Sense Motive: +19, Swim:+16.
Feats:, Combat Expertise, Dodge, Greater Disarm, Greater Feint, Improved Disarm, Improved Feint, Improved Initiative, Sea Legs, Skill Focus (Bluff), Toughtness, Weapon Finesse.
Challenge Rating: 21
Proprieties: Unholy +3 rapier, +3 Longrange Pistol, +3 Chainmail, +4 Belt of Agility, +2 Headband of Authority. Practical Backpack, 20 +1 Cartridges, 100 PC, 300 GC, 400 SC.

Background:
Born of an impoverished aristocrat family Morgan van Techtovhaan struggled to regain wealth and influences and became a rich merchant captain; However a rival companie who employed unhuman sailors soon managed to put him out ofbusinness, turning him to act of piracy;
Regaining wealth and influence at the point to manage to gain a brevet of Corsair. Increasingly greedier and more ambitious, he sought to became President, but his blatant intolerance for not-humans got in his way. To achieve his goal, he needed to sow fear for the diverse, so he stroke a bargain with an infamous monstrous pirate fleet headed by notorious Captain Haldan Shrade; Unknown by Morgan, Shrade was also necromancer, who commanded a fleet of Sea Zombies; Betrayed by Shrade as he had betrayed Zeindost he was turned in a Sea Zonbie Lord, but as the mist engulfed Zeindost, Oceanus stroke Shrade, killing him throught his chosen priestess, and gave free will to all of his slaves, which were wellcomed in the Zeindostein community; Now a Lord of Sea Zombies with great powers, no one in Zeindost was aware of his treachery, but he was no more near to achieve is goal that he was before.

Current Sketches
Captain van Techtovhaan is still one of the most wealthy and influential person in Zeindost, and his publicy known state as an undead wouldn't be a problem at all, if he did not loathe it so much; He detest his own green skin, his costantly soaked hair, the smell of salt and fish with follow him costantly; more than all, however he detest the fact that his diversity is completely accepted by the mjority of Zeindostein; his curse prehent him to manage to break the habit of open-mindness and tolerance of his fellow Zeindostein; also, it stop him to hold directly the political power; He lost three election straight against current president van der Rund. He is also contantly foiled by Lady Kalista, the voice of Oceanus, over which he hold non power or threat.
However his net of power still allow him to stir troubles, giving him connections even beyond the Domain borders.

Combat
He has many henchmen, humans or less to do his dirty work for him; if he is forced to fight, he usually try to keep the distance if he is faced by more opponents, tryng to fell and raise some to even the odds; if he is one on one, he try to disarm his opponent and then feint to sneack attack; If he can't win he will try to parlay or ran.

Special Abilities:

Create Spawn(Sp): If he kills a humanoid he can reanimate it as a Sea Zombie (Max 20 controlled) or a Sea Zombie Lord (Max three controlled at any given time) under his control.

Rejuvenation: If killed he is reborn in three days from a pool of unholy salt water with a corpse in it, hidden in Shipwreck Manor; Should the corpse be destroyed or removed, the process will be halted, should the water be sanctified, it will be halted too.

Lair:
Shipwreck Manor is an heavily forified manor builded on a ship graveyard; it is a Rank 4 Sinkhole of Evil whic can induct the Rage, Despair, Hate and Fear effects (DC 23 Will Negtes)

Closing the Border:
When Morgan whish for the border to be closed every person who try to leave or enter in Zeidost is caught by apathy and they decide to stop and turn back.

Feedback would be extremly appreciated.
Last edited by Mistmaster on Sat Aug 12, 2017 2:58 am, edited 1 time in total.
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brilliantlight
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Re: Zeindost Land of freedom and Intrigue

Post by brilliantlight »

I might include this in The Mistlands Tourist Guide game I am going to run here when I get enough players as well as any other changed/made up domains people are interested in seeing run.
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Re: Zeindost Land of freedom and Intrigue

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Do you like it? I would be honoured.
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Re: Zeindost Land of freedom and Intrigue

Post by brilliantlight »

Mistmaster wrote:Do you like it? I would be honoured.
Sure, it is there to playtest player's homebrewed campaigns after all.
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Re: Zeindost Land of freedom and Intrigue

Post by ewancummins »

Looks fun.


Some thoughts:

Undead citizens

If you are using 3E rules, you might consider the Necropolitan template/race from Liber Mortis.


Fitting it into the Core/alternate placement on map

Zeindost seems to be a land where monsters walk more or less openly among men. There's nothing wrong with that at all, but it does differ from the nature of most Core domains.
I like that it is separated from other Core domains by mountains.

It would also work as a recently contacted land across the Nocturnal Sea. If you write it up for QtR, I suggest including that placement as a suggested possibility for DMs with active campaigns who don't want to retcon something as major as Zeindost-in-the-Core would be can still adapt it to their home campaigns. Not that people can't think of that on their own. It just might increase the appeal of the article.

Aquatic Humanoids

Aquatic Elves? Merrow? Mermen? Something else?
Delight is to him- a far, far upward, and inward delight- who against the proud gods and commodores of this earth, ever stands forth his own inexorable self.

-from Moby Dick (Hermann Melville)
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Re: Zeindost Land of freedom and Intrigue

Post by Mistmaster »

Your suggestions are quite appreciated; the necropolitan is a good idea, and Zeindost can work as an island as good as it works as a land locked between sea and mountains;
as for acquatic races, Sealkies, Tritons, Locathas, even Kuo-toas and Sahuagin, in small tribes, are fitting.
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Re: Zeindost Land of freedom and Intrigue

Post by ewancummins »

Mistmaster wrote:Your suggestions are quite appreciated; the necropolitan is a good idea, and Zeindost can work as an island as good as it works as a land locked between sea and mountains;
as for acquatic races, Sealkies, Tritons, Locathas, even Kuo-toas and Sahuagin, in small tribes, are fitting.

The mountain can always border the Mists.

That might explain why few people live in them. Mining is one thing, but it's creepy living too close to the Mists. You never know what will come out...
Delight is to him- a far, far upward, and inward delight- who against the proud gods and commodores of this earth, ever stands forth his own inexorable self.

-from Moby Dick (Hermann Melville)
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