Planet |
GAR |
Type |
Terrestrial |
Terrain |
Forest,
Mountain, Desert |
Temperature |
Temperate |
Hydosphere |
Moderate |
Gravity |
Standard |
Length
of Day |
30
hours |
Length
of Year |
400
days |
Sapient
Species |
Human |
Planet
Function |
Homeworld |
Tech
Level |
Feudal |
Population |
100
Million |
Spaceport |
Red
City: Limited Services; Landing Field |
Government |
Competing
Kingdom Monarchy |
Major
Exports |
Mercenaries,
foodstuffs |
Major
Imports |
Low
Tech |
System |
Gar |
Star |
Gargantuan |
The Good |
Well it's another one of those No Imperial
zones, except for a little skirmish a few months
back. If you can handle the medieval lifestyle
it's a not a bad place, beautiful scenery and all. |
The Bad |
Okay the biggie, war! The kingdoms
of Gar are constantly fighting, so pick you home well,
Kingdom of Lexgar is probably one of the safest.
You take your chances if you enter the Kingdom of
Bloodaxe, and they're supposedly the good guys! |
The Ugly |
If you're after a Shadowport try Hammer
Haven to the North of Darkhammers land. And
if you're after a few medieval weapons try Castle
Darkhammer itself. |
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Torm's Planet Guide
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Overview
of Gar
The planet Gar is located just off the Blood Run, a
hyper-lane running through the Blood Drift Sector. The
Blood Run is in effect an continuation of the Rimma Trade Route.
Gar is a large planet and from space appears as a multitude of bright colours
reflecting the contrasting regions of the planet. The
planets tilt is minor and it has no satellites meaning there is little change in the
seasons or tides. Each pole is constantly capped with snow and ice.
The primary continent to the north,
known as the Barren Lands, is a barren red sand
desert. Crops can not grow on the surface, but
subterranean plant life does exist, although any cave that has
an abundance of these precious food sources is usually guarded
by the troops of the Red King who owns the desert.
As you go
south away from the planets equator the
temperature becomes more temperate with immense grasslands,
forests and valleys dominating the countryside. There are
still mountainous areas dividing regions and kingdoms, these are
often inhabited by bandits looking to raid the unsuspecting
traveler who tries to cross the mountains.
Further south and the temperature drops and rain is almost
constant turning the ground into mud with swamps and bogs common
place.
Across the sea to the west of
the Kingdoms lie the Amazon Lands. Though the Amazons do
trade with sea farers they do not permit outsiders beyond the
confines of the sea ports. The Amazons are a proud race of
warrior women who are more than capable of defending their
territory.
The Eastern Lands makes up
the only other major continent. The Eastern Lands are
lawless wastelands. Mostly mountains and dessert the
Eastern Lands are populated by bandits and ferocious creatures
but covers an area three times that of the Western continent.
|
Western
Gar Politics
Gar is split into many small Kingdoms, each controlled by
a Monarchy. Each King or Queen rules in his or her own
way. The four largest Kingdoms are Lexgar, Darkhammer,
Bloodaxe & the Land of the Red King, with all but the Land of the
Red King are profiled here. Land and Power are what drive everyday life on Gar.
The majority of the civilians are little more than peasants
living in wooden shacks, while the Kings and nobles live in
grand castles. Each monarch will usually have their own
army of loyal followers who they can call on at a moments notice
to go to war.
Western Gar has the outward appearance of a medieval feudal
society, so unwary warlords beware. Despite most
Knights and soldiers wielding swords and axe's on the
battlefield they will often have a modern energy weapon
concealed on their person. This is doubly so for the
monarchs and their personal retinue. Gar is not as
backward as off-worlders may think or as it first appears.
There are also rumors abound that the Sith or other dark
societies once held a Kingdom on Gar, although there is no
evidence of this being true. What is true however is that
many powered items, strong in the force, have appeared on
Gar over the centuries. The most sought after in recent
months being the legendary Dark Hammer and the powerful Blood
Axe.
The
Warriors of Gar Alliance Recently
several Kingdoms of Gar have joined together to form an interim government
in order to petition to be included in the Blood Council, the ruling body
of the Blood Drift Sector. The Red King, Ivan Darkhammer, Dargrim
Lexgar, Tetris Bloodaxe and Peter the unready have formed the Warriors of
Gar Alliance, even though they do hold personal grudges against one
another. The Alliance was however required as the Blood Council
refused to acknowledge a single Kingdom of Gar. A primary representative was also needed. The Kingdoms held a Tournament and
it was Queen Tetris Bloodaxe who was victorious and may now be known as
the Queen of Gar. Tetris Bloodaxe is now the Gar representative on
the Blood Council, to the anger of The Red King.
Update:
Queen Tetris Bloodaxe overthrew and killed the Blood Emperor. Her
reign as Blood Empress was short however, as the Draygons invaded the
Blood Drift forcing the Queen of Gar to retreat to her homeworld.
D20 Prestige Class
Warrior of Gar
A time of legends. A time of Hero's. On the primitive
backwater world of Gar the men are real men. The women are real
women. And wearing of a bearskin is still considered a crime against
fashion. The Warriors of Gar the the strongest fighters from the
planet Gar. Some are men born to fight, others are born into to
noble families, and quite a few take their sword and carve themselves a
kingdom from the blood of their enemies. Barbarian. fighters, Kings,
Queens, Warriors.
Requirements
To qualify to become a Warrior of Gar a character must fulfill the
following criteria:
Race: Garbarian (the human race from the planet Gar)
Attack Bonus: +8
Skills: Ride 5 ranks
Game Information
Vitality: 1D10 + Constitution modifier
Class Skills: Command, Craft, Demolitions, Disable Device,
Intimidate, Knowledge, Ride, Search, Spot, Sense Motive, Survival.
Skill Points at each level: 4 +Intelligence modifier
Class Features
Starting Feat: Weapon Proficiency (Simple Weapons), Weapon
Proficiency (Primitive Weapons), Exotic Weapon Proficiency*
* Choose one Exotic Weapon.
Rage: As Wookiee
Rage, see RCR page 33
Deadly Strike: as Elite
Soldier Class feature, see RCR page 272.
Gar Noble: Gar nobles
(Kings, Queens, Lords, etc.) gain a +2 bonus to Intimidate, Diplomacy and
Command.
Level |
Base
Attack |
Fort.
save |
Ref.
save |
Will
save |
Special |
Defense
bonus |
Reputation |
1 |
+1 |
+2 |
+1 |
+1 |
Starting Feats |
+1 |
+0 |
2 |
+2 |
+3 |
+2 |
+2 |
Bonus Feat - Weapon
Focus, Diplomatic Immunity (Gar)* |
+2 |
+1 |
3 |
+3 |
+3 |
+2 |
+2 |
Bonus Feat - Mounted Combat |
+2 |
+1 |
4 |
+4 |
+4 |
+2 |
+2 |
Leadership* |
+2 |
+2 |
5 |
+5 |
+4 |
+3 |
+3 |
Rage 1/day |
+3 |
+2 |
6 |
+6/+1 |
+5 |
+3 |
+3 |
Bonus Feat -
Ride-By-Attack |
+3 |
+3 |
7 |
+7/+2 |
+5 |
+4 |
+4 |
Gar Noble* |
+4 |
+3 |
8 |
+8/+3 |
+6 |
+4 |
+4 |
Bonus Feat - any
weapon or attack based feat |
+4 |
+4 |
9 |
+9/+4 |
+6 |
+4 |
+4 |
Deadly Strike |
+4 |
+4 |
10 |
+10/+5 |
+7 |
+5 |
+5 |
Bonus Feat - Heroic
Surge |
+5 |
+5 |
*These Class Features are only gained by Gar nobles. The
Diplomatic Immunity class feature only gives immunity in friendly nations
of Gar, so immunity would not be given to a Darkhammer in the Kingdom of
Bloodaxe.
GM
Notes: If you want to run a medieval fantasy campaign
I suggest playing Warhammer FRP or D&D. That's not
what Gar is about. Gar is a useful setting for a PC's
homeworld or a small encounter.
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