View Full Version : [ISLE] The Isle of Lausie

2008-01-08, 01:53 AM
(Rookie Entry)

Sometimes I sits on tha beach and wonda' about what otha' lands are out there. Maybe there's a vast treasua of cork an' silver, or perhaps some beautiful gal waitin' for a fella like me. Shame there aint been na-one ta get off this land and come back ta tell us. The old ones at tha bar say sea monstas get 'em, or pirates of horrible mutant blokes waitin beyond for us, and most of tha washups are either dead or zomb'd . Ah well, if I don't know now, I'll probably never know. Hey, Keith, grab us another Laga' could ya?

Map of Lausie:


The Land Down-Over

Somewhere in the south, far past the broken reef and the whirlpools, lie an uncharted island of scorching deserts, sudden deaths and slothful drunkards. The isolated isle of Lausie has lain unheard of for centuries due to its location within a sector of sea that no cartographer has any interest in looking at, due to its distance from any kind of usable trade route.
The island itself is 200,000 square miles of nothing within a warm, cloudless climate, covered almost completely desert, and what isn't desert is usually rock. Thankfully, a single river provides the land with some greenery along its banks, all of which is heavily used for crops and cattle. Due to the precious nature of water, the Lausies have created a liquid substitute known as Laga' which, unfortunately, has side effects. But as it's cheaper than water, the locals tend to just live with that.
The desert itself is a harsh place, with temperatures reaching an average of 70C in the day and -45C at night. The only creatures that survive this are various types of lizard, subterranean creatures and a type of beetle known as 'Nuisancebugs” that seem to get everywhere they're unwanted.
Once a year, there is a torrential downpour of rain covering the whole land that lasts for about a week. This week is known as “Lazy Week”

2008-01-08, 01:54 AM
Friendly Faces and Manly Handshakes

The isle is home to two separate groups of people; The Lausies and the Abbers.

Lausies are a sedentary, slightly advanced people, living mainly along the sandy coast in shanty-houses within several small towns. They are tanned and seems to be a mix of short, stocky people (Shorties) , tall muscular people (Tallies), and frail people with pointed ears (Pointies). Lausies with similar features tend to stick together, though there is no feeling of differing race between the groups.
Lausie settlements spawn in an unusual way. Normally, a town builds up around a trading post that was established due to good routes. Here, however, the trade seems to congeal around any available bar in the area. The Lausies have 3 main towns (The capital, Aaronstown, Jordan City and Northshore), several smaller towns (noted on the map) and dozens of tiny settlements dotted around the island, all named after the bar that was their originally. The only exception to this is Silvermore, an old silver mine that is starting to run dry, and Old Cork Mine, an old cork mine.
Lausies also make homes along the River Owan, curving out from the Abber Lands and south towards the sea. Here, they follow a trend the Abbers have used for thousands of years, growing crops and livestock along the river shore. Though most of the time you'll just find them sitting around with bottles of Laga.
The Lausies themselves have no magic for reasons unknown to them, and the Abbers refuse to teach them their Druidic ways. The only thing they have access to is the magical semiprecious metal, Cork, which was discovered in Lausie hundreds of years ago. This interesting materials seems unaffected completely by the harsh desert environment, and aside from its magical properties, its main use is as currency to the Lausies. After all, gotta pay for the Laga' with something.

“Lausie” is a regional subtype of Dwarves, Elves and Humans. Anyone who choses one of these races and the regional subtype gain an additional +2 to bonus to all Charisma based skills, but cannot be of any spellcasting class.. NPC Lausies treat all humanoids one catagory more friendly than would otherwise be expected. Thus individuals that would normally be treated Unfriendly will be Indifferently and individuals that would be treated Indifferently are instead seen as Friendly.

The Abbers are dark-skinned, partially nomadic people living mainly inland. They are tall, thin, and very good natured. They claim to be the true inhabitants of Lausie and, as such, don't tend to share much materially with the Lausies, and are rather strict about them entering Abber lands, though they are usually more than willing to offer help and guidance to others...just as long as it wont cost them much.
Abbers thrive on their business. Buying and trading between themselves and other settlements/tribes is as much of a skill as it is a hobby to them. Their main currency is silver, which, thanks to a large deposit under Lausie, they have an abundance of.
Abbers only have two established towns: Qonjip, their capital, and Joputh, and old silver mining colony. Abber towns and groups are so small and numerous that it is impossible to plot them all onto a single map without extensive knowledge of the region, a few spare decades and a deep pocket. They also have their own language, but also learn common to communicate with all possible consumers.
Abbers are a very spiritual people, and, as such, most follow shamanistic and druidic practices. This has let them survive easily on the gods-forsaken island for over a millennia, and they are very selfish of sharing their divine knowledge with outsiders of their race

“Abber” is a regional subtype of Humans. Anyone who choses this as a regional subtype gain +2 to all Wisdom based skills, gain 'Abber' as an automatic language, and gain Druid as a favoured Class. NPC Abbers raise the price of all their goods by 15% to all non-Abbers

Both the Lausies and the Abbers have different forms of government. By and large, the Lausies favour a democratic style of parliament, though this is small. In practice, each settlement has one sheriff (usually doubling as the barman) dealing with local law enforcement and justice, while larger towns also have a mayor. Each month, the mayor of each town (large enough to have one) travels to Aaronstown to participate in parliament. It is here that most decisions governing the Lausies as a whole are made, such as Commerce and Law. Major criminals, such as murderers are also sentenced here by the acting prime minister.
Every 5 years, the parliament get to vote on who gets to be prime minister, though this roll is purely iconic and servers no real purpose other than “who's figurehead this time”

The Abbers favour a more traditional form of patriarchal government, whereby the oldest male of the tribe/town is the leader. The oldest of these leaders is considered Patriarch of the Abbers. Surprisingly, leadership changes on a regular basis

2008-01-08, 02:01 AM
Core Class: Outbacker (Obr) (Ranger variant class)

The harsh desert lands has bred many a hero on Lausie (if the tales are to be believed), and all claim to the title Outbacker. The outbacker is someone who has adapted greatly to the dry land and painful conditions that exist in the land Down-Over, using their skills to survive where others cannot for fame, fortune, respect and Laga.
Adventures: Outbackers tend to adventure for coin, offering their skills to the highest bidder. Yet some adventure to gain legendary status in folk-songs and bar-tales of Lausie, carving out a name for themselves in history and on bathroom walls.
Characteristics: An outbacker is a survivalist, learning to adapt to the desert environment while honing fighting skills. Eventually, he will learn to toughen himself physically as well as learn a few tricks in hiding in the bleak desert sands.
Alignment: Outbackers are mostly chaotic in nature, their nomadic and roguish ways conflicting with the local authorities. Though sometimes, one might turn over a new leaf, or run short on cork, and find that a life working with the law can be just as fruitful. Outbackers are generally good, always stopping to lend a hand to any lost people or embargoed settlement. Evil outbackers are nasty pieces of work, thinking of none but themselves and turning their hand to any dirty deed, and always striding to come out on top
Religion: Outbackers are rarely devout, most choosing to offer lip-service to any available god that will listen. Outbackers from Abber backgrounds sometimes worship the spirits and nature.
Background: All outbackers will claim that they learned all they know from the hot desert sands, but in truth, very few actually survive without some training. Most of the time, this is from another outbacker who has taken a shine to an outcast or orphan of society. Though sometimes, people decided to become outbackers after a long, hard night among a small mountain of empty Laga bottles.
Races: Humans and Dwarves of Lausie are the most common breed of outbacker, their races natural toughness and versatility matching the outbacker's nature. Sometimes especially dexterous Elves become outbackers, and they are effective, but mostly their frailness does not deal well with the rough lifestyle.
Outbackers are a common sight among savage humanoids that call the desert their home.
Other Classes: Outbackers tend to get along well with most other classes, especially chaotic rogues and barbarians. Paladins tend to distrust outbackers, and outbackers feel likewise, due to the difference in lifestyle.
Role: The outbacker is primarily a scout, though their fighting skills are very rarely matched. Unfortunately, without the heavier armour of more devout fighting classes, the outbacker tends to stay away from the front-line as a ranged combatant, or help out as a secondary melee fighter.


Abilities: Strength, Dexterity and Constitution are all highly valued among outbackers as they all help survival. Wisdom is also favoured as it improves the outbacker's scouting nature.
Alignment: Any.
Hit Dice: d8.

{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special


+0|Combat Style


+1|Natural Dowsing

+1|Damage Reduction 1/Cork

+2|Improved Combat Style


+2|Swift Tracker


+3|Damage Reduction 2/Cork, Endure Elements

+3|Combat Style Mastery


+4|Desert Camoflage


+5|Damage Reduction 3/Cork


+5|Hide in the Sands



+6|Damage Reduction 4/Cork[/table]

Class Skills
The outbacker's class skills (and the key ability for each skill) are are Climb (Str), Craft (Int), Handle Animal (Cha), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (dungeoneering) (Int), Knowledge (geography) (Int), Knowledge (local) (Int), Listen (Wis), Move Silently (Dex), Profession (Wis), Ride (Dex), Search (Int), Spot (Wis), Survival (Wis), Swim (Str), and Use Rope (Dex).
Skill Points at 1st Level: (6 + Int modifier) X 4.
Skill Points at Each Additional Level: 6+ Int modifier.

Class Features
All of the following are class features of the outbacker.
Weapon and Armour Proficiency: An outbacker is proficient with all simple and martial weapons, and with light armour and shields (except tower shields).
Track: An outbacker gains Track as a bonus feat.
Combat Style (Ex): At 2nd level, an outbacker must select one of two combat styles to pursue: archery or two-weapon combat. This choice affects the character’s class features but does not restrict his selection of feats or special abilities in any way.
If the outbacker selects archery, he is treated as having the Rapid Shot feat, even if he does not have the normal prerequisites for that feat.
If the outbacker selects two-weapon combat, he is treated as having the Two-Weapon Fighting feat, even if he does not have the normal prerequisites for that feat.
The benefits of the outbacker’s chosen style apply only when he wears light or no armour. He loses all benefits of his combat style when wearing medium or heavy armour.
Endurance: An outbacker gains Endurance as a bonus feat at 3rd level.
Natural Dowsing (Ex): At 4th level, the outbacker is naturally attuned to the shifts in the desert, and when in a desert environment, can find water anywhere.
When attempting to find water, the outbacker makes a Wisdom check (DC 15). If successful, the outbacker finds enough freshwater to fill 1d6 water skins. The outbacker can only use this ability twice a day.
Damage Reduction (Ex): At 5th level, the outbacker has adapted to harsh environments and tough living to the point where he can shrug off physical damage. Subtract 1 from the damage the outbacker takes each time he is dealt damage from a weapon or a natural attack. This damage reduction rises by 1 point every 5 levels thereafter (10th, 15th, 20th). Damage reduction can reduce damage to 0 but not below 0.
Due to the nature of Cork, weapons made from this material bypass the outbacker's damage reduction.
Improved Combat Style (Ex): At 6th level, an outbacker’s aptitude in his chosen combat style (archery or two-weapon combat) improves. If he selected archery at 2nd level, he is treated as having the Manyshot feat, even if he does not have the normal prerequisites for that feat.
If the outbacker selected two-weapon combat at 2nd level, he is treated as having the Improved Two-Weapon Fighting feat, even if he does not have the normal prerequisites for that feat.
As before, the benefits of the outbacker’s chosen style apply only when he wears light or no armour. He loses all benefits of his combat style when wearing medium or heavy armour.
Tireless (Ex): At 7th level, an outbacker has learned to survive on less energy than most, requiring 3 hours less sleep than normal. Any time the outbacker is affected by a condition that would require rest to remove, the rest time is halved. For example, the outbacker only need 4 hours of complete rest to no longer be fatigued, instead of the usual 8. This also applies to natural healing times.
Swift Tracker (Ex): Beginning at 8th level, an outbacker can move at his normal speed while following tracks without taking the normal –5 penalty. He takes only a –10 penalty (instead of the normal –20) when moving at up to twice normal speed while tracking.
Evasion (Ex): At 9th level, an outbacker can avoid even magical and unusual attacks with great agility. If he makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage. Evasion can be used only if the outbacker is wearing light armour or no armour. A helpless outbacker does not gain the benefit of evasion.
Endure Elements (Ex): At 10th level, an outbacker's exposure to hot days and cold night in the desert, that he no longer suffers harm from being in hot or cold environments. The outbacker can exist comfortably in conditions between –50 and 140 degrees Fahrenheit without having to make Fortitude saves). The outbacker’s equipment is likewise protected.
Endure elements doesn’t provide any protection from fire or cold damage, nor does it protect against other environmental hazards such as smoke, lack of air, and so forth.
Combat Style Mastery (Ex): At 11th level, an outbacker’s aptitude in his chosen combat style (archery or two-weapon combat) improves again. If he selected archery at 2nd level, he is treated as having the Improved Precise Shot feat, even if he does not have the normal prerequisites for that feat.
If the outbacker selected two-weapon combat at 2nd level, he is treated as having the Greater Two-Weapon Fighting feat, even if he does not have the normal prerequisites for that feat.
As before, the benefits of the outbacker’s chosen style apply only when he wears light or no armour. He loses all benefits of his combat style when wearing medium or heavy armour.
Desert Camouflage (Ex): An outbacker of 13th level or higher can use the Hide skill in desert terrain, even if not usually granted cover or concealment.
Hide in the Sands (Ex): While in desert terrain, an outbacker of 17th level or higher can use the Hide skill even while being observed.

2008-01-08, 02:03 AM
Nicknacks and Paddywacks

There are very few materials available on the island of Lausie: Wood, from the leafless forests of the Bark Flats, Silver, from the remaining silver mines, Leather and Wool from livestock, and Cork, buried deep within the ground. Cork, itself is a semiprecious metal with iron-like physical qualities and a rather rubbery smell. Some people mix this with burnt wood to produce Corksteel, a tough composite used in construction, with very similar properties to steel. Cork has the magical quality of being completely resistant to the affects of environmental conditions, such as the harsh desert covering the isle. Lausie Tanners have found that, by tying small cylinders of pure Cork to clothes, those clothes seem to give their wearer this same property. Cork also seems to repel insects, though most think that this is due to the smell. The Lausies use cork mainly as a currency, and one cork coin (cc) is worth 1/5th of a silver coin, while 1lb of pure cork is worth 10 silver.
Any weapon or armour made from Corksteel is considered exactly the same as if it where made of steel, only it has a slightly rubbery smell and repels small insects.

The Cork Hat
Minor Wondrous Item
A leather, wide brimmed hat with 10 small cylinders of cork. This hat bestows Endure Elements onto its wearer for as long as it remains on the users head. It also repels small insects. In order to craft this, it requires 10lb of pure Cork (assumed within the price)
Faint Abjuration; CL 1st ;Craft Wondrous Item; Price 2550 cc (51gp)

Created by the Lausies as a cheap replacement to water, Laga itself has several unique qualities; One; the consumer becomes drunk. Two; after every 3 pints consumed, it grants a +2 to Charisma, while giving a -2 to Intelligence and Wisdom. Three; it is rather addictive. If the consumer wishes to stop drinking, he must make a Will save (DC 15 + the users current Charisma Bonus) or drink another pint. He may attempt this roll after every pint.
Once the consumers Intelligence or Wisdom reach 0, he passes out for 12 – Con bonus hours. He Is then Fatigue and Nauseated for 8-Con bonus hours.
Cost: 1 cc (2cp)

2008-01-08, 02:04 AM
Lore, Lies and More Laga'

Hundreds of years ago, Lausie was used a prisoner colony by outside nations for magically-inclined criminals. A magical barrier was constructed 20 miles around the island and any who pass through this barrier lose all memories and magical capabilities they had on the mainland, unless in possession of a magical pendant that would negate the effect of the barrier. This is the cause of their lack of magical ability and was to discourage anyone going in, or out. They where then dumped and expected to survive with nothing until their inevitable death from the heat. However, the prisoners soon became a colony unto themselves, welcoming each new “member” as a friend, due to them all being in the same predicament. One day, prisoners just stopped arriving at the island, but by then, the colony had become larger and self-reliant, establishing itself permanently on its shores. It was around this time that the Abbers opened lines of communication to these people and thus, they became known in the Abber tongue as “Lausies” (lit; Smelly Outsiders).
Little is known of the island outside its magical barrier. Most records have been lost, stolen, burnt or “misplaced” due to filing errors. This is most likely due to a political uprising a few centuries ago regarding the welfare and treatment of state criminals.

2008-01-08, 02:07 AM
Obviously, this is meant to be a parody of Australia. If there are any out there who take offence at this, I apologise. I'm Welsh, so I know what its like to be made fun of too, but this is all meant in good humour. As they say, if you cant laugh at yourself...pass us the Laga'!