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		<id>https://wiki.rpg.net/index.php?title=The_Land_of_Spoils_and_Promised_Danger&amp;diff=378036</id>
		<title>The Land of Spoils and Promised Danger</title>
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		<summary type="html">&lt;p&gt;Nyarlthotep: /* The New Land Map */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=The Background=&lt;br /&gt;
It is the largest unexplored continent in the World (for the World is what the everyday folk call this orb on which life teems while the learned scholars name the place Taermus).&lt;br /&gt;
This great new land is ripe for colonization by the King and Queen of Kingsland but the great minerals and other secrets hidden in the deep woods, mountains, and perhaps even in the swamps or icy glaciers are coveted by not only the throne but others who would seek out this land to plunder its spoils or to set up their own seat of power. &lt;br /&gt;
For those willing to help explore and protect the colonists of this new land, there is good work and spoils to be had for them as well. &lt;br /&gt;
Indeed, this is where we find the Troupe of the Newdawn, named for the new opportunities that await those brave explorers.&lt;br /&gt;
The Troupe has set up a consignment for able bodies explorers who would face the unknowns in this new land. &lt;br /&gt;
&lt;br /&gt;
Camp Newdawn is a modest establishment, having a makeshift &amp;quot;mess tent&amp;quot; that passes for a tavern and place to grab a small meal, the cabins where those of the Troupe and other visitors can get some rest, the Temple which is mostly devoted to Pelor but also holds a host of minor shrines as well, as well as the Officer&#039;s Tent for those of the Troupe who are considered its leaders, and a few storage tents for supplies and equipment. &lt;br /&gt;
&lt;br /&gt;
==The New Land Map==&lt;br /&gt;
As it Stands now:&lt;br /&gt;
&lt;br /&gt;
[img]https://i.imgur.com/BTUC0tT.jpg[/img]&lt;br /&gt;
&lt;br /&gt;
==Links==&lt;br /&gt;
* &#039;&#039;&#039;[https://forum.rpg.net/index.php?threads/the-land-of-spoils-and-promised-danger.856279/ In Character]&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;[https://forum.rpg.net/index.php?threads/the-land-of-spoils-and-promised-danger.856281/ Out Of Character]&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;[https://forum.rpg.net/index.php?threads/closed-recruitment-d-d-5e-the-land-of-spoils-and-promised-danger.856099/ Recruitment]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==The Explorers==&lt;br /&gt;
These are the brave (or desperate, or insane, or...nevermind) these are the explorers of the New Land. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Total XP Thus Far&#039;&#039;&#039;: 1175&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dancer Under the Crescent Moon (Dancer to Her Allies)&#039;&#039;&#039;&lt;br /&gt;
Dancer is a Tabaxi Hexblade from the &amp;quot;Golden Deserts&amp;quot; of Kabarr in the East who wanders and looks for her next hunt, she especially has a distaste for raiders. &lt;br /&gt;
Played by: Talisman&lt;br /&gt;
[https://docs.google.com/document/d/16-GBUQ2ah_03RkX5eHMfOA6WK9xOQtMu-A4O6q50CNg/edit]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dr. Alfans Lunarre&#039;&#039;&#039;&lt;br /&gt;
The Longtooth Shifter Bloodhunter, Alfans is fresh from gaining his doctorate and ready to see the world outside of the tomes (and also a hunter of dark things).&lt;br /&gt;
Played by: Woolishly Grim&lt;br /&gt;
[https://www.dndbeyond.com/characters/20136023]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Meiovar[https://www.dndbeyond.com/profile/SturmRaven/characters/20097409]&#039;&#039;&#039;&lt;br /&gt;
This Half-Elf Sorceress is a mystery to her peers even in the collegiate realms where she studied. She roams the lands of the World looking for what might be over the next ridge and, especially, what ancient knowledge might be uncovered along the way. &lt;br /&gt;
Played by: Stormraven&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Iman&#039;&#039;&#039;&lt;br /&gt;
Iman is a Human druid who began an unremarkable life only to be sought out by her teacher and, she soon found, the World itself. She wanders the ways and wilds offering wisdom to those who seem in need of it.&lt;br /&gt;
Played by: Silvercat Moonpaw [https://wiki.rpg.net/index.php/Iman]&lt;br /&gt;
&amp;lt;!-- Iman&lt;br /&gt;
Age: 55&lt;br /&gt;
Hair: Black&lt;br /&gt;
Eyes: Brown&lt;br /&gt;
Female Human [Variant] Druid 3 (Circle of the Land [Desert])&lt;br /&gt;
Str 13 (+1), Dex 8 (-1), Con 13 (+1), Int 14 (+2), Wis 16 (+3), Cha 10 (+0)&lt;br /&gt;
Proficiency: +2&lt;br /&gt;
Armor Class: 12&lt;br /&gt;
Hit Points: 21&lt;br /&gt;
Armor: Light armor, medium armor, shields (druids will not wear armor or use shields made of metal)&lt;br /&gt;
Weapons: Clubs, daggers, darts, javelins, maces, quarterstaffs, scimitars, sickles, slings, spears&lt;br /&gt;
Tools: Herbalism kit, Cook&#039;s utensils&lt;br /&gt;
Saving Throws: Intelligence +4, Wisdom +5&lt;br /&gt;
Skills: Animal Handling +5, Insight +5, Medicine +5, Perception +5, Survival +7 (Expertise), Nature +4&lt;br /&gt;
Languages: Common, Primordial, Sylvan, Druidic&lt;br /&gt;
Feats: Prodigy (XGE)&lt;br /&gt;
Features: Druidic, Spellcasting, Wild Shape, Druid Circle (Circle of the Land [Bonus Cantrip, Natural Recovery, Circle Spells])&lt;br /&gt;
Spellcasting: Cntr: 2+1; 1st: 4; 2nd: 2; 8 minutes prep; Save DC: 13; Spell attack: +5&lt;br /&gt;
Circle Spells: blur (2nd), silence (2nd)&lt;br /&gt;
Wild Shape: Max CR: 1/4; no flying or swimming; 1 hour; 2/rest&lt;br /&gt;
Equipment: club, wooden shield, leather armor, an explorer’s pack, a druidic focus&lt;br /&gt;
Combat: +3 attack (melee); +1 attack (ranged); club 1d4+1 B&lt;br /&gt;
&lt;br /&gt;
Here&#039;s the write-up after some looking around the Internet. I really don&#039;t have much of a background in mind:&lt;br /&gt;
Not really managing to make anything of herself it was only when a senior druid walked out of the badlands and said he&#039;d been sent to find her that her life started going anywhere. Once done with training she just sort of took to wandering. In some ways she&#039;s a fantasy Taoist.Iman&lt;br /&gt;
Age: 55&lt;br /&gt;
Hair: Black&lt;br /&gt;
Eyes: Brown&lt;br /&gt;
Female Human [Variant] Druid 3 (Circle of the Land [Desert])&lt;br /&gt;
Str 13 (+1), Dex 8 (-1), Con 13 (+1), Int 14 (+2), Wis 16 (+3), Cha 10 (+0)&lt;br /&gt;
Proficiency: +2&lt;br /&gt;
Armor Class: 12&lt;br /&gt;
Hit Points: 21&lt;br /&gt;
Armor: Light armor, medium armor, shields (druids will not wear armor or use shields made of metal)&lt;br /&gt;
Weapons: Clubs, daggers, darts, javelins, maces, quarterstaffs, scimitars, sickles, slings, spears&lt;br /&gt;
Tools: Herbalism kit, Cook&#039;s utensils&lt;br /&gt;
Saving Throws: Intelligence +4, Wisdom +5&lt;br /&gt;
Skills: Animal Handling +5, Insight +5, Medicine +5, Perception +5, Survival +7 (Expertise), Nature +4&lt;br /&gt;
Languages: Common, Primordial, Sylvan, Druidic&lt;br /&gt;
Feats: Prodigy (XGE)&lt;br /&gt;
Features: Druidic, Spellcasting, Wild Shape, Druid Circle (Circle of the Land [Bonus Cantrip, Natural Recovery, Circle Spells])&lt;br /&gt;
Spellcasting: Cntr: 2+1; 1st: 4; 2nd: 2; 8 minutes prep; Save DC: 13; Spell attack: +5&lt;br /&gt;
Circle Spells: blur (2nd), silence (2nd)&lt;br /&gt;
Wild Shape: Max CR: 1/4; no flying or swimming; 1 hour; 2/rest&lt;br /&gt;
Equipment: club, wooden shield, leather armor, an explorer’s pack, a druidic focus&lt;br /&gt;
Combat: +3 attack (melee); +1 attack (ranged); club 1d4+1 B&lt;br /&gt;
&lt;br /&gt;
Here&#039;s the write-up after some looking around the Internet. I really don&#039;t have much of a background in mind:&lt;br /&gt;
Not really managing to make anything of herself it was only when a senior druid walked out of the badlands and said he&#039;d been sent to find her that her life started going anywhere. Once done with training she just sort of took to wandering. In some ways she&#039;s a fantasy Taoist. --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Thol Wolf-Brother, Son of Hrin&#039;&#039;&#039;&lt;br /&gt;
A wandering Human barbarian far from his home and clan in the Great North, Thol has great respect for his axes and his drink. His allies are happy to have him pointed at their enemies.&lt;br /&gt;
Played by: Archer &lt;br /&gt;
[https://www.dndbeyond.com/characters/20097730/Ef0tPN]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Zass&#039;&#039;&#039;&lt;br /&gt;
Zass is a Yuan Ti Pureblood, or perhaps it should be said she was until being cursed by the Fey and bound to them. Now her emotions have been unleashed as she uses stealth and magic as a Thief/Warlock to make her way through the world, lost to her own people. &lt;br /&gt;
Played by: Stattick [https://wiki.rpg.net/index.php/Zass Zass]&lt;br /&gt;
&lt;br /&gt;
==The Troupe of Newdawn==&lt;br /&gt;
The Troupe of Newdawn are a group of people who represent the influential and wealthy of Kingsland as well as the group of colonists hoping to call the New Land home one day. &lt;br /&gt;
This small group is in charge of the exploration and clearing of (when necessary) the unexplored territories of the New Land. &lt;br /&gt;
The group consists of ex soldiers from the King and Queen&#039;s army, mercenaries, and others in the opportune position to strike out for an unexplored part of the world and those who can &amp;quot;get the job done&amp;quot;. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Commandant Horris Belevante&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This stalwart human is typically seen in his retired uniform from the King&#039;s Guard. His long gray hair shows his years where his strong and confident physique does not.&lt;br /&gt;
The Commandant oversees the entire operation of the Troupe, from everyday affairs such as ration shortages or, if the Troupe is lucky, overages, and any petty squabbles the Troupe (or its visitors) may have to larger threats such as raids by monsters or &amp;quot;competition&amp;quot; showing up. &lt;br /&gt;
Though Exploration and the purging of dangerous and vile creatures is a primary concern of the Commandant, his main concern is the safety of the Troupe (without the Troupe the operation is lost, after all) and with the help of his second, Bijinn Umi, and the &amp;quot;Good Captain Bashaar Firescale&amp;quot; is ready to evacuate the Troupe to the Captains ship, the Silt Maiden, at a moment&#039;s notice. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bijinn Umi&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Bijinn Umi is a mysterious woman, presumably human though very pale, from the Mysterious East, calling her home on the rare times she talks about her home, as the Bay of Jade. &lt;br /&gt;
Bijinn Umi does not talk a lot and seems very shy on matters that pertain to her, directly, and is very vocal on giving orders as the &amp;quot;second&amp;quot; to the Commandant. &lt;br /&gt;
She is skilled in tactics and combat both, carrying twin blades with a bluish metal tint and inspiring confidence in all of her allies. Though an enigma from an even more enigmatic land, she has won the trust and respect of her peers and is treated as one of the Troupe just as much as any who might be more &amp;quot;local&amp;quot;. &lt;br /&gt;
Bijinn Umi is responsible for a lot of the items that the Commandant just can&#039;t juggle and is, in particular, responsible for the security of Camp Newdawn. It is whispered around camp that Bijinn Umi often makes weather predictions with amazing and unnerving accuracy, impressing even the resident magical expert of the Troupe, Shalahazz.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Kalen&#039;&#039;&#039; &lt;br /&gt;
Kalen is a simple and average-appearing man until he talks, at which point he demands the attention of those aorund him with his deep voice which fits his representation and devotion to Pelor whose sun-symbol is worn about the man&#039;s neck boldly and proudly. &lt;br /&gt;
The priest of the Troupe and keeper of the Temple, a simple cabin with a major shrine to Pelor and minor shrines to &amp;quot;lesser&amp;quot; deities, Kalen serves as the Troupe&#039;s healer, spiritual guide, and simple confidant when necessary. Kalen is also seen pitching in wherever necessary (and whenever the opportunity to teach others about the Father of the Light. &lt;br /&gt;
Next to Bijinn Umi, Kalen is likey the most trusted person in the Troupe not only to the Commandant but to the Troupe as a whole. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Verna Brushbrittle&#039;&#039;&#039;&lt;br /&gt;
Verna is a halfling but no one sees her as that diminutive race, what they see in Verna is that she is a master chef that could cook for the King and Queen&#039;s table in the Great Halls themselves. &lt;br /&gt;
Verna&#039;s best talent is taking what little rations and hunted game there is in Camp Newdawn and creating something amazing from it. Her meals are the stuff of legends the way the folk of the Troupe talk and the &amp;quot;Mess Tent&amp;quot; is virtually packed and as wonderful smelling as any tavern or inn when good food and drink are about. &lt;br /&gt;
The Troupe are especially fond of the Newberry Wine, a special concoction that Verna has discovered and created from the local &amp;quot;Newberries&amp;quot; discovered in the New Land. As intoxicating as wine and as sweet as Sweet Water served in any Tavern or Inn. &lt;br /&gt;
Verna cannot be underestimated as being more than capable of taking care of herself, either. Many a man much larger than she has come to fear her switch for getting into her stores or trying to help themselves to her stew pot. &lt;br /&gt;
Her second is a young halforc boy named Timid which fits him well as he is very shy and afraid that his heritage will earn him ill will. But Verna demands respect of her cooking pupil and the Troupe give it, even calling Timid Verna&#039;s son. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Shalahazz&#039;&#039;&#039;&lt;br /&gt;
An elf whose powers are unmatched in the variety of spellcasters in the Troupe, Shalahazz&#039;s source of magic is also a deep mystery and most, even fellow spellcasters, can&#039;t pin him down as a Wizard, a Sorcerer, or a Warlock of some sort. &lt;br /&gt;
This elf looks noble born with the most sharp and perfect features of his race, but his ageless features common to his people is marred by the streak of silver in his hair which starts at the brow and continues around to his long locks. He doesn&#039;t talk about this, pointing out that the color of his hair has little to do with academia or important magical matters of the Troupe. &lt;br /&gt;
He has proven himself continuously and is known for his magical battle prowess as one of the first in the company to fight off a monster attack when the Troupe established camp, but his serious and mysterious air is often offputting to the others of the Troupe. &lt;br /&gt;
Shalahazz is often busy studying in his tent which is fairly good sized as it also serves as the magical market of the Camp though the selling and buying duties are left decidedly to Thellen Stareye the young human man under his tutelage and also the shopkeep of &amp;quot;Shalahazz&#039;s Wonders&amp;quot; as the tent has come to be called. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Troupe Watch&#039;&#039;&#039;&lt;br /&gt;
The Watch are warriors and wizards who serve to guard Camp Newdawn as well as working as gatherers of food, wood, flora, and other resources necessary to keep the Troupe sustained. Though the Watch are behooven to both Bijinn Umi and Commandant Belevante, the Watch&#039;s leader of sorts is Watch Commander Eulis (known not to her face as Eulis the Red after her former pirate name).  &lt;br /&gt;
The Watch is composed of all sorts of folks from all sorts of backgrounds who have come to be a kind of family, respecting one another despite some of their differences both culturally and ethically.  &lt;br /&gt;
All members of the Watch have proven themselves capable and, more importantly, loyal. It doesn&#039;t hurt that Eulis has made it clear that those who work against the Troupe&#039;s purpose or prove unworthy of the Troupe&#039;s trust will be exiled from the camp into the unknown of the New Land never to return on promise of death. &lt;br /&gt;
To date, this threat has only been carried out once but no one talks about the details, telling any who inquire to take it up with Eulis, herself, if they dare. &lt;br /&gt;
Thanks to the Watch and their competence as warriors and spellcasters both, the Campo has been left mostly peaceful since the first monster attack was turned away. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Oborik&#039;&#039;&#039;&lt;br /&gt;
This is a word that immediately raises alarms in the Camp as anyone coming to work for or visit the Troupe is hastenly told. &lt;br /&gt;
The Oborik are a group of monsters local to the New Land who could be called goblins or ogres or orks, save for the fact that they have a unique appearance and vary in size between all three of the before mentioned.&lt;br /&gt;
They are called Oborik because that is the only words they utter (and the Troupe isn&#039;t sure that they got the word right with the monsters&#039; thick gutterish accents). &lt;br /&gt;
The creatures are described as very pale creatures with golden wolf-like eyes and black claw-like nails. They have blood red fur which acts as hair but courses down the back of their necks and backs resembling something closer to fur. &lt;br /&gt;
They are sneaky and competent fighters but have not been seen again since the first raid, other than in small bands that have been wiped out or avoided.&lt;br /&gt;
&lt;br /&gt;
==Camp NewDawn==&lt;br /&gt;
Camp NewDawn is often just called the Camp by the Troupe. The place is in its humble beginnings but yearns to become a port town one day.&lt;br /&gt;
&#039;&#039;&#039;The Commissions Tent&#039;&#039;&#039;&lt;br /&gt;
This is where groups meet to discuss affairs and to determine what the various groups of the Troupe of NewDawn will be doing from day to day. &lt;br /&gt;
The entire Troupe is lined up here in the morning directly after breakfast to receive their daily work orders. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Explorers Quarters&#039;&#039;&#039;&lt;br /&gt;
This is where the Explorers, the newcomers to the New Land lay their head, clean up, and stow their items they don&#039;t care to carry about with them. &lt;br /&gt;
The place is centered by a round-ish table with the map of the New Land on it as well as a few ink wells and quills to make adjustments to the map and make plans for what to explore next. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Mess Tent&#039;&#039;&#039;&lt;br /&gt;
Also just called the Mess, this is where the halfling cook and her half-orc helper prepare meals. And they do a very good job of it as well. The tent is never empty during meal times, especially when the Camp is alive with the aroma of fresh baked bread from Verna&#039;s small oven that it is said was a gift from a gnomish merchant. Verna&#039;s half-orc helper also guards the stores, the tent directly behind the Mess where the Camp&#039;s food is kept and carefully rationed out by Verna, herself. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pelor&#039;s Light&#039;&#039;&#039;&lt;br /&gt;
Also called the Temple Tent, this is where the Troupe go to worship, to commune with Kalen, also called Father by many and Kalen of Pelor&#039;s Grace by those who really want to try to earn his favor or respect. Though Kalen is not the only one in the Camp capable of healing, he is the only one capable of bestowing Blessings and will do so sparingly to those he finds truly worthy or in need. He is serious in his devotion and piety but he is also the friendliest face one is likely to encounter in the Camp.&lt;br /&gt;
The temple tent, itself, is centered by the shrine of Pelor and the large, carved stone sun that is the center of Pelor&#039;s Shrine. But, surrounding the place in a circle are shrines ot other minor deities of travel, nature, and good fortune.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Command&#039;&#039;&#039;&lt;br /&gt;
This is the only actual cabin in the Camp. It is the quarters of the Commandant Horris Belavante on a second floor with the first floor having two smaller quarters for Umi Bijinn and Watch Commander Eulis. Aside from the quarters, this cabin also has a sitting room which is both a haven for the Troupe&#039;s upper command ass well as a meeting place when a meeting is truly necessary outside of the Commissions Tent. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Provisioner&#039;&#039;&#039;&lt;br /&gt;
The company&#039;s provisions officer as he prefers to be called, is a strange fellow named Rathaen. Strange in so much that he is shaped like a dwarf made completely of brass. His eyes are two precious gemstones and he seems to possess strength enough to pound out metal in his smithe by hand. He is often dodging the curiosities of the local wizard, Shalahazz who has offered to pay him to be studied. Rathaen insists, however, that he has no need of earthly treasures though he is quite fond of masterful works of weapons and art, especially stone and metal carved art which he will gladly pay a lot for. Though Rathaen seems to be a construct of some sort, he has a personality and appears to be free willed, even stubborn in some regards. He is forthright and open to the fact that he has no memory or knowledge of where he has come from or what, exactly, he is. &lt;br /&gt;
The prices that Rathaen charge are very fair, only slightly above the standard prices in towns and cities due to the short resources and supply and demand, especially for arrows and bolts and any &amp;quot;profits&amp;quot; he makes that he doesn&#039;t use to buy artwork from travelers he gives to the Camp, itself to help it grow. &lt;br /&gt;
&lt;br /&gt;
==Places Of Interest==&lt;br /&gt;
The New Land is an unexplored, vast continent full of places both beautiful and dangerous, some even terrifying. &lt;br /&gt;
The Troupe of NewDawn have scarcely touched the surface of the land and mapped out even less of it. But a little knowledge can be better than no knowledge at all. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Peaceful Isles&#039;&#039;&#039;&lt;br /&gt;
This place is said to live up to its name and offers some food, good fishing, and resources, though these resources are limited and in order to avoid stripping the isles, the Troupe would like to find other resources in the New Land, itself. &lt;br /&gt;
This is a place where both the Troupe of NewDawn and the crew of the Silt Maiden go to relax and enjoy themselves when time allows. &lt;br /&gt;
The foliage here is green and tropical and the fish colorful and bright. The Newberries grow plentiful here, which the cooks in Camp NewDawn enjoy using for pies, drnks, and other refreshing fixings. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Island of the Witch&#039;&#039;&#039;&lt;br /&gt;
This island in contrast to the peaceful isles is a place covered in mists and mystery. The only group sent here to look around came back murderous and mindless save for a message that had been left with one man who had been controlled by something telling the Troupe to leave it alone. When the man recovered, all he could say is that &amp;quot;She&amp;quot; needed to be left alone and none have gone back to the island since. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Great Swamp&#039;&#039;&#039;&lt;br /&gt;
This great expanse of marshland is inhabited by lizardfolk and bullywugs according to the Troupe and, perhaps, a great winged beast as well that may or may not be a dragon. Some of the Troupe have been captured and eaten by the lizardfolk, making it unlikely that friendly negotiations can be made with these particular creatures. &lt;br /&gt;
Oddly enough, the Oborik attacked from this general direction and, apparently, made it through the swamps unscathed somehow. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Lush Green&#039;&#039;&#039;&lt;br /&gt;
This section of tropical woodlands is said to be ruled over by creatures known as ghost monkeys. Creatures that can control nature, steal items very stealthily, and possibly even fly. It has been proposed most recently that these creature may be upset nature spirits as they seem to attack when the trees or fruits of this area are threatened.&lt;br /&gt;
&lt;br /&gt;
The Lush Green, as the Explorers found out, was protected by a tropical treant and a host of phanatons who take the protection of this tropical forest paradise very seriously. Come to find out, another host of creatures has also started to crawl from the dark earth, spider-like beings known as the Colony of Strands.&lt;br /&gt;
&lt;br /&gt;
Sunfrond, the treant warden of the Lush Green and friend to the phanatons asked that the Explorers investigate the Colony of Strands and find out what danger they pose to life in the Lush Green. &lt;br /&gt;
&lt;br /&gt;
The Explorers met the Aranea as the Colony of strands call themselves. Rathaxx, an older Aranea in the guide of a man from the East and Kaliel, a more brash and younger Aranea that takes on the guise of a dark elf. The meeting was tenuous and there were a few times it almost came to a battle, especially with the younger Aranea insisting on possibly eating a tresspassing phanaton and practicing necromancy but cooler heads prevailed and no one lost their life that day, even the little would be brave phanaton.&lt;br /&gt;
&lt;br /&gt;
Some brokerage of peace, while it lasts, was struck and news was taken back to Sunfrond who delivered an area of safe wood gathering as was promised. Though Sunfrond is dubious at best about an aliance with the spider folk he agrees to leave their ruins alone for the time being and to urge the phanatons to do the same.&lt;/div&gt;</summary>
		<author><name>Nyarlthotep</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=The_Land_of_Spoils_and_Promised_Danger&amp;diff=378022</id>
		<title>The Land of Spoils and Promised Danger</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=The_Land_of_Spoils_and_Promised_Danger&amp;diff=378022"/>
		<updated>2020-02-23T00:45:00Z</updated>

		<summary type="html">&lt;p&gt;Nyarlthotep: /* The Explorers */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=The Background=&lt;br /&gt;
It is the largest unexplored continent in the World (for the World is what the everyday folk call this orb on which life teems while the learned scholars name the place Taermus).&lt;br /&gt;
This great new land is ripe for colonization by the King and Queen of Kingsland but the great minerals and other secrets hidden in the deep woods, mountains, and perhaps even in the swamps or icy glaciers are coveted by not only the throne but others who would seek out this land to plunder its spoils or to set up their own seat of power. &lt;br /&gt;
For those willing to help explore and protect the colonists of this new land, there is good work and spoils to be had for them as well. &lt;br /&gt;
Indeed, this is where we find the Troupe of the Newdawn, named for the new opportunities that await those brave explorers.&lt;br /&gt;
The Troupe has set up a consignment for able bodies explorers who would face the unknowns in this new land. &lt;br /&gt;
&lt;br /&gt;
Camp Newdawn is a modest establishment, having a makeshift &amp;quot;mess tent&amp;quot; that passes for a tavern and place to grab a small meal, the cabins where those of the Troupe and other visitors can get some rest, the Temple which is mostly devoted to Pelor but also holds a host of minor shrines as well, as well as the Officer&#039;s Tent for those of the Troupe who are considered its leaders, and a few storage tents for supplies and equipment. &lt;br /&gt;
&lt;br /&gt;
==The New Land Map==&lt;br /&gt;
As it Stands now:&lt;br /&gt;
&lt;br /&gt;
[img]https://i.imgur.com/plgwDsl.jpg[/img]&lt;br /&gt;
&lt;br /&gt;
==Links==&lt;br /&gt;
* &#039;&#039;&#039;[https://forum.rpg.net/index.php?threads/the-land-of-spoils-and-promised-danger.856279/ In Character]&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;[https://forum.rpg.net/index.php?threads/the-land-of-spoils-and-promised-danger.856281/ Out Of Character]&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;[https://forum.rpg.net/index.php?threads/closed-recruitment-d-d-5e-the-land-of-spoils-and-promised-danger.856099/ Recruitment]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==The Explorers==&lt;br /&gt;
These are the brave (or desperate, or insane, or...nevermind) these are the explorers of the New Land. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Total XP Thus Far&#039;&#039;&#039;: 1175&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dancer Under the Crescent Moon (Dancer to Her Allies)&#039;&#039;&#039;&lt;br /&gt;
Dancer is a Tabaxi Hexblade from the &amp;quot;Golden Deserts&amp;quot; of Kabarr in the East who wanders and looks for her next hunt, she especially has a distaste for raiders. &lt;br /&gt;
Played by: Talisman&lt;br /&gt;
[https://docs.google.com/document/d/16-GBUQ2ah_03RkX5eHMfOA6WK9xOQtMu-A4O6q50CNg/edit]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dr. Alfans Lunarre&#039;&#039;&#039;&lt;br /&gt;
The Longtooth Shifter Bloodhunter, Alfans is fresh from gaining his doctorate and ready to see the world outside of the tomes (and also a hunter of dark things).&lt;br /&gt;
Played by: Woolishly Grim&lt;br /&gt;
[https://www.dndbeyond.com/characters/20136023]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Meiovar[https://www.dndbeyond.com/profile/SturmRaven/characters/20097409]&#039;&#039;&#039;&lt;br /&gt;
This Half-Elf Sorceress is a mystery to her peers even in the collegiate realms where she studied. She roams the lands of the World looking for what might be over the next ridge and, especially, what ancient knowledge might be uncovered along the way. &lt;br /&gt;
Played by: Stormraven&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Iman&#039;&#039;&#039;&lt;br /&gt;
Iman is a Human druid who began an unremarkable life only to be sought out by her teacher and, she soon found, the World itself. She wanders the ways and wilds offering wisdom to those who seem in need of it.&lt;br /&gt;
Played by: Silvercat Moonpaw [https://wiki.rpg.net/index.php/Iman]&lt;br /&gt;
&amp;lt;!-- Iman&lt;br /&gt;
Age: 55&lt;br /&gt;
Hair: Black&lt;br /&gt;
Eyes: Brown&lt;br /&gt;
Female Human [Variant] Druid 3 (Circle of the Land [Desert])&lt;br /&gt;
Str 13 (+1), Dex 8 (-1), Con 13 (+1), Int 14 (+2), Wis 16 (+3), Cha 10 (+0)&lt;br /&gt;
Proficiency: +2&lt;br /&gt;
Armor Class: 12&lt;br /&gt;
Hit Points: 21&lt;br /&gt;
Armor: Light armor, medium armor, shields (druids will not wear armor or use shields made of metal)&lt;br /&gt;
Weapons: Clubs, daggers, darts, javelins, maces, quarterstaffs, scimitars, sickles, slings, spears&lt;br /&gt;
Tools: Herbalism kit, Cook&#039;s utensils&lt;br /&gt;
Saving Throws: Intelligence +4, Wisdom +5&lt;br /&gt;
Skills: Animal Handling +5, Insight +5, Medicine +5, Perception +5, Survival +7 (Expertise), Nature +4&lt;br /&gt;
Languages: Common, Primordial, Sylvan, Druidic&lt;br /&gt;
Feats: Prodigy (XGE)&lt;br /&gt;
Features: Druidic, Spellcasting, Wild Shape, Druid Circle (Circle of the Land [Bonus Cantrip, Natural Recovery, Circle Spells])&lt;br /&gt;
Spellcasting: Cntr: 2+1; 1st: 4; 2nd: 2; 8 minutes prep; Save DC: 13; Spell attack: +5&lt;br /&gt;
Circle Spells: blur (2nd), silence (2nd)&lt;br /&gt;
Wild Shape: Max CR: 1/4; no flying or swimming; 1 hour; 2/rest&lt;br /&gt;
Equipment: club, wooden shield, leather armor, an explorer’s pack, a druidic focus&lt;br /&gt;
Combat: +3 attack (melee); +1 attack (ranged); club 1d4+1 B&lt;br /&gt;
&lt;br /&gt;
Here&#039;s the write-up after some looking around the Internet. I really don&#039;t have much of a background in mind:&lt;br /&gt;
Not really managing to make anything of herself it was only when a senior druid walked out of the badlands and said he&#039;d been sent to find her that her life started going anywhere. Once done with training she just sort of took to wandering. In some ways she&#039;s a fantasy Taoist.Iman&lt;br /&gt;
Age: 55&lt;br /&gt;
Hair: Black&lt;br /&gt;
Eyes: Brown&lt;br /&gt;
Female Human [Variant] Druid 3 (Circle of the Land [Desert])&lt;br /&gt;
Str 13 (+1), Dex 8 (-1), Con 13 (+1), Int 14 (+2), Wis 16 (+3), Cha 10 (+0)&lt;br /&gt;
Proficiency: +2&lt;br /&gt;
Armor Class: 12&lt;br /&gt;
Hit Points: 21&lt;br /&gt;
Armor: Light armor, medium armor, shields (druids will not wear armor or use shields made of metal)&lt;br /&gt;
Weapons: Clubs, daggers, darts, javelins, maces, quarterstaffs, scimitars, sickles, slings, spears&lt;br /&gt;
Tools: Herbalism kit, Cook&#039;s utensils&lt;br /&gt;
Saving Throws: Intelligence +4, Wisdom +5&lt;br /&gt;
Skills: Animal Handling +5, Insight +5, Medicine +5, Perception +5, Survival +7 (Expertise), Nature +4&lt;br /&gt;
Languages: Common, Primordial, Sylvan, Druidic&lt;br /&gt;
Feats: Prodigy (XGE)&lt;br /&gt;
Features: Druidic, Spellcasting, Wild Shape, Druid Circle (Circle of the Land [Bonus Cantrip, Natural Recovery, Circle Spells])&lt;br /&gt;
Spellcasting: Cntr: 2+1; 1st: 4; 2nd: 2; 8 minutes prep; Save DC: 13; Spell attack: +5&lt;br /&gt;
Circle Spells: blur (2nd), silence (2nd)&lt;br /&gt;
Wild Shape: Max CR: 1/4; no flying or swimming; 1 hour; 2/rest&lt;br /&gt;
Equipment: club, wooden shield, leather armor, an explorer’s pack, a druidic focus&lt;br /&gt;
Combat: +3 attack (melee); +1 attack (ranged); club 1d4+1 B&lt;br /&gt;
&lt;br /&gt;
Here&#039;s the write-up after some looking around the Internet. I really don&#039;t have much of a background in mind:&lt;br /&gt;
Not really managing to make anything of herself it was only when a senior druid walked out of the badlands and said he&#039;d been sent to find her that her life started going anywhere. Once done with training she just sort of took to wandering. In some ways she&#039;s a fantasy Taoist. --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Thol Wolf-Brother, Son of Hrin&#039;&#039;&#039;&lt;br /&gt;
A wandering Human barbarian far from his home and clan in the Great North, Thol has great respect for his axes and his drink. His allies are happy to have him pointed at their enemies.&lt;br /&gt;
Played by: Archer &lt;br /&gt;
[https://www.dndbeyond.com/characters/20097730/Ef0tPN]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Zass&#039;&#039;&#039;&lt;br /&gt;
Zass is a Yuan Ti Pureblood, or perhaps it should be said she was until being cursed by the Fey and bound to them. Now her emotions have been unleashed as she uses stealth and magic as a Thief/Warlock to make her way through the world, lost to her own people. &lt;br /&gt;
Played by: Stattick [https://wiki.rpg.net/index.php/Zass Zass]&lt;br /&gt;
&lt;br /&gt;
==The Troupe of Newdawn==&lt;br /&gt;
The Troupe of Newdawn are a group of people who represent the influential and wealthy of Kingsland as well as the group of colonists hoping to call the New Land home one day. &lt;br /&gt;
This small group is in charge of the exploration and clearing of (when necessary) the unexplored territories of the New Land. &lt;br /&gt;
The group consists of ex soldiers from the King and Queen&#039;s army, mercenaries, and others in the opportune position to strike out for an unexplored part of the world and those who can &amp;quot;get the job done&amp;quot;. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Commandant Horris Belevante&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This stalwart human is typically seen in his retired uniform from the King&#039;s Guard. His long gray hair shows his years where his strong and confident physique does not.&lt;br /&gt;
The Commandant oversees the entire operation of the Troupe, from everyday affairs such as ration shortages or, if the Troupe is lucky, overages, and any petty squabbles the Troupe (or its visitors) may have to larger threats such as raids by monsters or &amp;quot;competition&amp;quot; showing up. &lt;br /&gt;
Though Exploration and the purging of dangerous and vile creatures is a primary concern of the Commandant, his main concern is the safety of the Troupe (without the Troupe the operation is lost, after all) and with the help of his second, Bijinn Umi, and the &amp;quot;Good Captain Bashaar Firescale&amp;quot; is ready to evacuate the Troupe to the Captains ship, the Silt Maiden, at a moment&#039;s notice. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bijinn Umi&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Bijinn Umi is a mysterious woman, presumably human though very pale, from the Mysterious East, calling her home on the rare times she talks about her home, as the Bay of Jade. &lt;br /&gt;
Bijinn Umi does not talk a lot and seems very shy on matters that pertain to her, directly, and is very vocal on giving orders as the &amp;quot;second&amp;quot; to the Commandant. &lt;br /&gt;
She is skilled in tactics and combat both, carrying twin blades with a bluish metal tint and inspiring confidence in all of her allies. Though an enigma from an even more enigmatic land, she has won the trust and respect of her peers and is treated as one of the Troupe just as much as any who might be more &amp;quot;local&amp;quot;. &lt;br /&gt;
Bijinn Umi is responsible for a lot of the items that the Commandant just can&#039;t juggle and is, in particular, responsible for the security of Camp Newdawn. It is whispered around camp that Bijinn Umi often makes weather predictions with amazing and unnerving accuracy, impressing even the resident magical expert of the Troupe, Shalahazz.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Kalen&#039;&#039;&#039; &lt;br /&gt;
Kalen is a simple and average-appearing man until he talks, at which point he demands the attention of those aorund him with his deep voice which fits his representation and devotion to Pelor whose sun-symbol is worn about the man&#039;s neck boldly and proudly. &lt;br /&gt;
The priest of the Troupe and keeper of the Temple, a simple cabin with a major shrine to Pelor and minor shrines to &amp;quot;lesser&amp;quot; deities, Kalen serves as the Troupe&#039;s healer, spiritual guide, and simple confidant when necessary. Kalen is also seen pitching in wherever necessary (and whenever the opportunity to teach others about the Father of the Light. &lt;br /&gt;
Next to Bijinn Umi, Kalen is likey the most trusted person in the Troupe not only to the Commandant but to the Troupe as a whole. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Verna Brushbrittle&#039;&#039;&#039;&lt;br /&gt;
Verna is a halfling but no one sees her as that diminutive race, what they see in Verna is that she is a master chef that could cook for the King and Queen&#039;s table in the Great Halls themselves. &lt;br /&gt;
Verna&#039;s best talent is taking what little rations and hunted game there is in Camp Newdawn and creating something amazing from it. Her meals are the stuff of legends the way the folk of the Troupe talk and the &amp;quot;Mess Tent&amp;quot; is virtually packed and as wonderful smelling as any tavern or inn when good food and drink are about. &lt;br /&gt;
The Troupe are especially fond of the Newberry Wine, a special concoction that Verna has discovered and created from the local &amp;quot;Newberries&amp;quot; discovered in the New Land. As intoxicating as wine and as sweet as Sweet Water served in any Tavern or Inn. &lt;br /&gt;
Verna cannot be underestimated as being more than capable of taking care of herself, either. Many a man much larger than she has come to fear her switch for getting into her stores or trying to help themselves to her stew pot. &lt;br /&gt;
Her second is a young halforc boy named Timid which fits him well as he is very shy and afraid that his heritage will earn him ill will. But Verna demands respect of her cooking pupil and the Troupe give it, even calling Timid Verna&#039;s son. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Shalahazz&#039;&#039;&#039;&lt;br /&gt;
An elf whose powers are unmatched in the variety of spellcasters in the Troupe, Shalahazz&#039;s source of magic is also a deep mystery and most, even fellow spellcasters, can&#039;t pin him down as a Wizard, a Sorcerer, or a Warlock of some sort. &lt;br /&gt;
This elf looks noble born with the most sharp and perfect features of his race, but his ageless features common to his people is marred by the streak of silver in his hair which starts at the brow and continues around to his long locks. He doesn&#039;t talk about this, pointing out that the color of his hair has little to do with academia or important magical matters of the Troupe. &lt;br /&gt;
He has proven himself continuously and is known for his magical battle prowess as one of the first in the company to fight off a monster attack when the Troupe established camp, but his serious and mysterious air is often offputting to the others of the Troupe. &lt;br /&gt;
Shalahazz is often busy studying in his tent which is fairly good sized as it also serves as the magical market of the Camp though the selling and buying duties are left decidedly to Thellen Stareye the young human man under his tutelage and also the shopkeep of &amp;quot;Shalahazz&#039;s Wonders&amp;quot; as the tent has come to be called. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Troupe Watch&#039;&#039;&#039;&lt;br /&gt;
The Watch are warriors and wizards who serve to guard Camp Newdawn as well as working as gatherers of food, wood, flora, and other resources necessary to keep the Troupe sustained. Though the Watch are behooven to both Bijinn Umi and Commandant Belevante, the Watch&#039;s leader of sorts is Watch Commander Eulis (known not to her face as Eulis the Red after her former pirate name).  &lt;br /&gt;
The Watch is composed of all sorts of folks from all sorts of backgrounds who have come to be a kind of family, respecting one another despite some of their differences both culturally and ethically.  &lt;br /&gt;
All members of the Watch have proven themselves capable and, more importantly, loyal. It doesn&#039;t hurt that Eulis has made it clear that those who work against the Troupe&#039;s purpose or prove unworthy of the Troupe&#039;s trust will be exiled from the camp into the unknown of the New Land never to return on promise of death. &lt;br /&gt;
To date, this threat has only been carried out once but no one talks about the details, telling any who inquire to take it up with Eulis, herself, if they dare. &lt;br /&gt;
Thanks to the Watch and their competence as warriors and spellcasters both, the Campo has been left mostly peaceful since the first monster attack was turned away. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Oborik&#039;&#039;&#039;&lt;br /&gt;
This is a word that immediately raises alarms in the Camp as anyone coming to work for or visit the Troupe is hastenly told. &lt;br /&gt;
The Oborik are a group of monsters local to the New Land who could be called goblins or ogres or orks, save for the fact that they have a unique appearance and vary in size between all three of the before mentioned.&lt;br /&gt;
They are called Oborik because that is the only words they utter (and the Troupe isn&#039;t sure that they got the word right with the monsters&#039; thick gutterish accents). &lt;br /&gt;
The creatures are described as very pale creatures with golden wolf-like eyes and black claw-like nails. They have blood red fur which acts as hair but courses down the back of their necks and backs resembling something closer to fur. &lt;br /&gt;
They are sneaky and competent fighters but have not been seen again since the first raid, other than in small bands that have been wiped out or avoided.&lt;br /&gt;
&lt;br /&gt;
==Camp NewDawn==&lt;br /&gt;
Camp NewDawn is often just called the Camp by the Troupe. The place is in its humble beginnings but yearns to become a port town one day.&lt;br /&gt;
&#039;&#039;&#039;The Commissions Tent&#039;&#039;&#039;&lt;br /&gt;
This is where groups meet to discuss affairs and to determine what the various groups of the Troupe of NewDawn will be doing from day to day. &lt;br /&gt;
The entire Troupe is lined up here in the morning directly after breakfast to receive their daily work orders. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Explorers Quarters&#039;&#039;&#039;&lt;br /&gt;
This is where the Explorers, the newcomers to the New Land lay their head, clean up, and stow their items they don&#039;t care to carry about with them. &lt;br /&gt;
The place is centered by a round-ish table with the map of the New Land on it as well as a few ink wells and quills to make adjustments to the map and make plans for what to explore next. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Mess Tent&#039;&#039;&#039;&lt;br /&gt;
Also just called the Mess, this is where the halfling cook and her half-orc helper prepare meals. And they do a very good job of it as well. The tent is never empty during meal times, especially when the Camp is alive with the aroma of fresh baked bread from Verna&#039;s small oven that it is said was a gift from a gnomish merchant. Verna&#039;s half-orc helper also guards the stores, the tent directly behind the Mess where the Camp&#039;s food is kept and carefully rationed out by Verna, herself. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pelor&#039;s Light&#039;&#039;&#039;&lt;br /&gt;
Also called the Temple Tent, this is where the Troupe go to worship, to commune with Kalen, also called Father by many and Kalen of Pelor&#039;s Grace by those who really want to try to earn his favor or respect. Though Kalen is not the only one in the Camp capable of healing, he is the only one capable of bestowing Blessings and will do so sparingly to those he finds truly worthy or in need. He is serious in his devotion and piety but he is also the friendliest face one is likely to encounter in the Camp.&lt;br /&gt;
The temple tent, itself, is centered by the shrine of Pelor and the large, carved stone sun that is the center of Pelor&#039;s Shrine. But, surrounding the place in a circle are shrines ot other minor deities of travel, nature, and good fortune.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Command&#039;&#039;&#039;&lt;br /&gt;
This is the only actual cabin in the Camp. It is the quarters of the Commandant Horris Belavante on a second floor with the first floor having two smaller quarters for Umi Bijinn and Watch Commander Eulis. Aside from the quarters, this cabin also has a sitting room which is both a haven for the Troupe&#039;s upper command ass well as a meeting place when a meeting is truly necessary outside of the Commissions Tent. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Provisioner&#039;&#039;&#039;&lt;br /&gt;
The company&#039;s provisions officer as he prefers to be called, is a strange fellow named Rathaen. Strange in so much that he is shaped like a dwarf made completely of brass. His eyes are two precious gemstones and he seems to possess strength enough to pound out metal in his smithe by hand. He is often dodging the curiosities of the local wizard, Shalahazz who has offered to pay him to be studied. Rathaen insists, however, that he has no need of earthly treasures though he is quite fond of masterful works of weapons and art, especially stone and metal carved art which he will gladly pay a lot for. Though Rathaen seems to be a construct of some sort, he has a personality and appears to be free willed, even stubborn in some regards. He is forthright and open to the fact that he has no memory or knowledge of where he has come from or what, exactly, he is. &lt;br /&gt;
The prices that Rathaen charge are very fair, only slightly above the standard prices in towns and cities due to the short resources and supply and demand, especially for arrows and bolts and any &amp;quot;profits&amp;quot; he makes that he doesn&#039;t use to buy artwork from travelers he gives to the Camp, itself to help it grow. &lt;br /&gt;
&lt;br /&gt;
==Places Of Interest==&lt;br /&gt;
The New Land is an unexplored, vast continent full of places both beautiful and dangerous, some even terrifying. &lt;br /&gt;
The Troupe of NewDawn have scarcely touched the surface of the land and mapped out even less of it. But a little knowledge can be better than no knowledge at all. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Peaceful Isles&#039;&#039;&#039;&lt;br /&gt;
This place is said to live up to its name and offers some food, good fishing, and resources, though these resources are limited and in order to avoid stripping the isles, the Troupe would like to find other resources in the New Land, itself. &lt;br /&gt;
This is a place where both the Troupe of NewDawn and the crew of the Silt Maiden go to relax and enjoy themselves when time allows. &lt;br /&gt;
The foliage here is green and tropical and the fish colorful and bright. The Newberries grow plentiful here, which the cooks in Camp NewDawn enjoy using for pies, drnks, and other refreshing fixings. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Island of the Witch&#039;&#039;&#039;&lt;br /&gt;
This island in contrast to the peaceful isles is a place covered in mists and mystery. The only group sent here to look around came back murderous and mindless save for a message that had been left with one man who had been controlled by something telling the Troupe to leave it alone. When the man recovered, all he could say is that &amp;quot;She&amp;quot; needed to be left alone and none have gone back to the island since. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Great Swamp&#039;&#039;&#039;&lt;br /&gt;
This great expanse of marshland is inhabited by lizardfolk and bullywugs according to the Troupe and, perhaps, a great winged beast as well that may or may not be a dragon. Some of the Troupe have been captured and eaten by the lizardfolk, making it unlikely that friendly negotiations can be made with these particular creatures. &lt;br /&gt;
Oddly enough, the Oborik attacked from this general direction and, apparently, made it through the swamps unscathed somehow. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Lush Green&#039;&#039;&#039;&lt;br /&gt;
This section of tropical woodlands is said to be ruled over by creatures known as ghost monkeys. Creatures that can control nature, steal items very stealthily, and possibly even fly. It has been proposed most recently that these creature may be upset nature spirits as they seem to attack when the trees or fruits of this area are threatened.&lt;br /&gt;
&lt;br /&gt;
The Lush Green, as the Explorers found out, was protected by a tropical treant and a host of phanatons who take the protection of this tropical forest paradise very seriously. Come to find out, another host of creatures has also started to crawl from the dark earth, spider-like beings known as the Colony of Strands.&lt;br /&gt;
&lt;br /&gt;
Sunfrond, the treant warden of the Lush Green and friend to the phanatons asked that the Explorers investigate the Colony of Strands and find out what danger they pose to life in the Lush Green. &lt;br /&gt;
&lt;br /&gt;
The Explorers met the Aranea as the Colony of strands call themselves. Rathaxx, an older Aranea in the guide of a man from the East and Kaliel, a more brash and younger Aranea that takes on the guise of a dark elf. The meeting was tenuous and there were a few times it almost came to a battle, especially with the younger Aranea insisting on possibly eating a tresspassing phanaton and practicing necromancy but cooler heads prevailed and no one lost their life that day, even the little would be brave phanaton.&lt;br /&gt;
&lt;br /&gt;
Some brokerage of peace, while it lasts, was struck and news was taken back to Sunfrond who delivered an area of safe wood gathering as was promised. Though Sunfrond is dubious at best about an aliance with the spider folk he agrees to leave their ruins alone for the time being and to urge the phanatons to do the same.&lt;/div&gt;</summary>
		<author><name>Nyarlthotep</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=The_Land_of_Spoils_and_Promised_Danger&amp;diff=377225</id>
		<title>The Land of Spoils and Promised Danger</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=The_Land_of_Spoils_and_Promised_Danger&amp;diff=377225"/>
		<updated>2020-02-02T20:00:41Z</updated>

		<summary type="html">&lt;p&gt;Nyarlthotep: /* The Explorers */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=The Background=&lt;br /&gt;
It is the largest unexplored continent in the World (for the World is what the everyday folk call this orb on which life teems while the learned scholars name the place Taermus).&lt;br /&gt;
This great new land is ripe for colonization by the King and Queen of Kingsland but the great minerals and other secrets hidden in the deep woods, mountains, and perhaps even in the swamps or icy glaciers are coveted by not only the throne but others who would seek out this land to plunder its spoils or to set up their own seat of power. &lt;br /&gt;
For those willing to help explore and protect the colonists of this new land, there is good work and spoils to be had for them as well. &lt;br /&gt;
Indeed, this is where we find the Troupe of the Newdawn, named for the new opportunities that await those brave explorers.&lt;br /&gt;
The Troupe has set up a consignment for able bodies explorers who would face the unknowns in this new land. &lt;br /&gt;
&lt;br /&gt;
Camp Newdawn is a modest establishment, having a makeshift &amp;quot;mess tent&amp;quot; that passes for a tavern and place to grab a small meal, the cabins where those of the Troupe and other visitors can get some rest, the Temple which is mostly devoted to Pelor but also holds a host of minor shrines as well, as well as the Officer&#039;s Tent for those of the Troupe who are considered its leaders, and a few storage tents for supplies and equipment. &lt;br /&gt;
&lt;br /&gt;
==The New Land Map==&lt;br /&gt;
As it Stands now:&lt;br /&gt;
&lt;br /&gt;
[img]https://i.imgur.com/plgwDsl.jpg[/img]&lt;br /&gt;
&lt;br /&gt;
==Links==&lt;br /&gt;
* &#039;&#039;&#039;[https://forum.rpg.net/index.php?threads/the-land-of-spoils-and-promised-danger.856279/ In Character]&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;[https://forum.rpg.net/index.php?threads/the-land-of-spoils-and-promised-danger.856281/ Out Of Character]&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;[https://forum.rpg.net/index.php?threads/closed-recruitment-d-d-5e-the-land-of-spoils-and-promised-danger.856099/ Recruitment]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==The Explorers==&lt;br /&gt;
These are the brave (or desperate, or insane, or...nevermind) these are the explorers of the New Land. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Total XP Thus Far&#039;&#039;&#039;: 975&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dancer Under the Crescent Moon (Dancer to Her Allies)&#039;&#039;&#039;&lt;br /&gt;
Dancer is a Tabaxi Hexblade from the &amp;quot;Golden Deserts&amp;quot; of Kabarr in the East who wanders and looks for her next hunt, she especially has a distaste for raiders. &lt;br /&gt;
Played by: Talisman&lt;br /&gt;
[https://docs.google.com/document/d/16-GBUQ2ah_03RkX5eHMfOA6WK9xOQtMu-A4O6q50CNg/edit]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dr. Alfans Lunarre&#039;&#039;&#039;&lt;br /&gt;
The Longtooth Shifter Bloodhunter, Alfans is fresh from gaining his doctorate and ready to see the world outside of the tomes (and also a hunter of dark things).&lt;br /&gt;
Played by: Woolishly Grim&lt;br /&gt;
[https://www.dndbeyond.com/characters/20136023]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Meiovar[https://www.dndbeyond.com/profile/SturmRaven/characters/20097409]&#039;&#039;&#039;&lt;br /&gt;
This Half-Elf Sorceress is a mystery to her peers even in the collegiate realms where she studied. She roams the lands of the World looking for what might be over the next ridge and, especially, what ancient knowledge might be uncovered along the way. &lt;br /&gt;
Played by: Stormraven&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Iman&#039;&#039;&#039;&lt;br /&gt;
Iman is a Human druid who began an unremarkable life only to be sought out by her teacher and, she soon found, the World itself. She wanders the ways and wilds offering wisdom to those who seem in need of it.&lt;br /&gt;
Played by: Silvercat Moonpaw [https://wiki.rpg.net/index.php/Iman]&lt;br /&gt;
&amp;lt;!-- Iman&lt;br /&gt;
Age: 55&lt;br /&gt;
Hair: Black&lt;br /&gt;
Eyes: Brown&lt;br /&gt;
Female Human [Variant] Druid 3 (Circle of the Land [Desert])&lt;br /&gt;
Str 13 (+1), Dex 8 (-1), Con 13 (+1), Int 14 (+2), Wis 16 (+3), Cha 10 (+0)&lt;br /&gt;
Proficiency: +2&lt;br /&gt;
Armor Class: 12&lt;br /&gt;
Hit Points: 21&lt;br /&gt;
Armor: Light armor, medium armor, shields (druids will not wear armor or use shields made of metal)&lt;br /&gt;
Weapons: Clubs, daggers, darts, javelins, maces, quarterstaffs, scimitars, sickles, slings, spears&lt;br /&gt;
Tools: Herbalism kit, Cook&#039;s utensils&lt;br /&gt;
Saving Throws: Intelligence +4, Wisdom +5&lt;br /&gt;
Skills: Animal Handling +5, Insight +5, Medicine +5, Perception +5, Survival +7 (Expertise), Nature +4&lt;br /&gt;
Languages: Common, Primordial, Sylvan, Druidic&lt;br /&gt;
Feats: Prodigy (XGE)&lt;br /&gt;
Features: Druidic, Spellcasting, Wild Shape, Druid Circle (Circle of the Land [Bonus Cantrip, Natural Recovery, Circle Spells])&lt;br /&gt;
Spellcasting: Cntr: 2+1; 1st: 4; 2nd: 2; 8 minutes prep; Save DC: 13; Spell attack: +5&lt;br /&gt;
Circle Spells: blur (2nd), silence (2nd)&lt;br /&gt;
Wild Shape: Max CR: 1/4; no flying or swimming; 1 hour; 2/rest&lt;br /&gt;
Equipment: club, wooden shield, leather armor, an explorer’s pack, a druidic focus&lt;br /&gt;
Combat: +3 attack (melee); +1 attack (ranged); club 1d4+1 B&lt;br /&gt;
&lt;br /&gt;
Here&#039;s the write-up after some looking around the Internet. I really don&#039;t have much of a background in mind:&lt;br /&gt;
Not really managing to make anything of herself it was only when a senior druid walked out of the badlands and said he&#039;d been sent to find her that her life started going anywhere. Once done with training she just sort of took to wandering. In some ways she&#039;s a fantasy Taoist.Iman&lt;br /&gt;
Age: 55&lt;br /&gt;
Hair: Black&lt;br /&gt;
Eyes: Brown&lt;br /&gt;
Female Human [Variant] Druid 3 (Circle of the Land [Desert])&lt;br /&gt;
Str 13 (+1), Dex 8 (-1), Con 13 (+1), Int 14 (+2), Wis 16 (+3), Cha 10 (+0)&lt;br /&gt;
Proficiency: +2&lt;br /&gt;
Armor Class: 12&lt;br /&gt;
Hit Points: 21&lt;br /&gt;
Armor: Light armor, medium armor, shields (druids will not wear armor or use shields made of metal)&lt;br /&gt;
Weapons: Clubs, daggers, darts, javelins, maces, quarterstaffs, scimitars, sickles, slings, spears&lt;br /&gt;
Tools: Herbalism kit, Cook&#039;s utensils&lt;br /&gt;
Saving Throws: Intelligence +4, Wisdom +5&lt;br /&gt;
Skills: Animal Handling +5, Insight +5, Medicine +5, Perception +5, Survival +7 (Expertise), Nature +4&lt;br /&gt;
Languages: Common, Primordial, Sylvan, Druidic&lt;br /&gt;
Feats: Prodigy (XGE)&lt;br /&gt;
Features: Druidic, Spellcasting, Wild Shape, Druid Circle (Circle of the Land [Bonus Cantrip, Natural Recovery, Circle Spells])&lt;br /&gt;
Spellcasting: Cntr: 2+1; 1st: 4; 2nd: 2; 8 minutes prep; Save DC: 13; Spell attack: +5&lt;br /&gt;
Circle Spells: blur (2nd), silence (2nd)&lt;br /&gt;
Wild Shape: Max CR: 1/4; no flying or swimming; 1 hour; 2/rest&lt;br /&gt;
Equipment: club, wooden shield, leather armor, an explorer’s pack, a druidic focus&lt;br /&gt;
Combat: +3 attack (melee); +1 attack (ranged); club 1d4+1 B&lt;br /&gt;
&lt;br /&gt;
Here&#039;s the write-up after some looking around the Internet. I really don&#039;t have much of a background in mind:&lt;br /&gt;
Not really managing to make anything of herself it was only when a senior druid walked out of the badlands and said he&#039;d been sent to find her that her life started going anywhere. Once done with training she just sort of took to wandering. In some ways she&#039;s a fantasy Taoist. --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Thol Wolf-Brother, Son of Hrin&#039;&#039;&#039;&lt;br /&gt;
A wandering Human barbarian far from his home and clan in the Great North, Thol has great respect for his axes and his drink. His allies are happy to have him pointed at their enemies.&lt;br /&gt;
Played by: Archer &lt;br /&gt;
[https://www.dndbeyond.com/characters/20097730/Ef0tPN]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Zass&#039;&#039;&#039;&lt;br /&gt;
Zass is a Yuan Ti Pureblood, or perhaps it should be said she was until being cursed by the Fey and bound to them. Now her emotions have been unleashed as she uses stealth and magic as a Thief/Warlock to make her way through the world, lost to her own people. &lt;br /&gt;
Played by: Stattick [https://wiki.rpg.net/index.php/Zass Zass]&lt;br /&gt;
&lt;br /&gt;
==The Troupe of Newdawn==&lt;br /&gt;
The Troupe of Newdawn are a group of people who represent the influential and wealthy of Kingsland as well as the group of colonists hoping to call the New Land home one day. &lt;br /&gt;
This small group is in charge of the exploration and clearing of (when necessary) the unexplored territories of the New Land. &lt;br /&gt;
The group consists of ex soldiers from the King and Queen&#039;s army, mercenaries, and others in the opportune position to strike out for an unexplored part of the world and those who can &amp;quot;get the job done&amp;quot;. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Commandant Horris Belevante&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This stalwart human is typically seen in his retired uniform from the King&#039;s Guard. His long gray hair shows his years where his strong and confident physique does not.&lt;br /&gt;
The Commandant oversees the entire operation of the Troupe, from everyday affairs such as ration shortages or, if the Troupe is lucky, overages, and any petty squabbles the Troupe (or its visitors) may have to larger threats such as raids by monsters or &amp;quot;competition&amp;quot; showing up. &lt;br /&gt;
Though Exploration and the purging of dangerous and vile creatures is a primary concern of the Commandant, his main concern is the safety of the Troupe (without the Troupe the operation is lost, after all) and with the help of his second, Bijinn Umi, and the &amp;quot;Good Captain Bashaar Firescale&amp;quot; is ready to evacuate the Troupe to the Captains ship, the Silt Maiden, at a moment&#039;s notice. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bijinn Umi&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Bijinn Umi is a mysterious woman, presumably human though very pale, from the Mysterious East, calling her home on the rare times she talks about her home, as the Bay of Jade. &lt;br /&gt;
Bijinn Umi does not talk a lot and seems very shy on matters that pertain to her, directly, and is very vocal on giving orders as the &amp;quot;second&amp;quot; to the Commandant. &lt;br /&gt;
She is skilled in tactics and combat both, carrying twin blades with a bluish metal tint and inspiring confidence in all of her allies. Though an enigma from an even more enigmatic land, she has won the trust and respect of her peers and is treated as one of the Troupe just as much as any who might be more &amp;quot;local&amp;quot;. &lt;br /&gt;
Bijinn Umi is responsible for a lot of the items that the Commandant just can&#039;t juggle and is, in particular, responsible for the security of Camp Newdawn. It is whispered around camp that Bijinn Umi often makes weather predictions with amazing and unnerving accuracy, impressing even the resident magical expert of the Troupe, Shalahazz.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Kalen&#039;&#039;&#039; &lt;br /&gt;
Kalen is a simple and average-appearing man until he talks, at which point he demands the attention of those aorund him with his deep voice which fits his representation and devotion to Pelor whose sun-symbol is worn about the man&#039;s neck boldly and proudly. &lt;br /&gt;
The priest of the Troupe and keeper of the Temple, a simple cabin with a major shrine to Pelor and minor shrines to &amp;quot;lesser&amp;quot; deities, Kalen serves as the Troupe&#039;s healer, spiritual guide, and simple confidant when necessary. Kalen is also seen pitching in wherever necessary (and whenever the opportunity to teach others about the Father of the Light. &lt;br /&gt;
Next to Bijinn Umi, Kalen is likey the most trusted person in the Troupe not only to the Commandant but to the Troupe as a whole. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Verna Brushbrittle&#039;&#039;&#039;&lt;br /&gt;
Verna is a halfling but no one sees her as that diminutive race, what they see in Verna is that she is a master chef that could cook for the King and Queen&#039;s table in the Great Halls themselves. &lt;br /&gt;
Verna&#039;s best talent is taking what little rations and hunted game there is in Camp Newdawn and creating something amazing from it. Her meals are the stuff of legends the way the folk of the Troupe talk and the &amp;quot;Mess Tent&amp;quot; is virtually packed and as wonderful smelling as any tavern or inn when good food and drink are about. &lt;br /&gt;
The Troupe are especially fond of the Newberry Wine, a special concoction that Verna has discovered and created from the local &amp;quot;Newberries&amp;quot; discovered in the New Land. As intoxicating as wine and as sweet as Sweet Water served in any Tavern or Inn. &lt;br /&gt;
Verna cannot be underestimated as being more than capable of taking care of herself, either. Many a man much larger than she has come to fear her switch for getting into her stores or trying to help themselves to her stew pot. &lt;br /&gt;
Her second is a young halforc boy named Timid which fits him well as he is very shy and afraid that his heritage will earn him ill will. But Verna demands respect of her cooking pupil and the Troupe give it, even calling Timid Verna&#039;s son. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Shalahazz&#039;&#039;&#039;&lt;br /&gt;
An elf whose powers are unmatched in the variety of spellcasters in the Troupe, Shalahazz&#039;s source of magic is also a deep mystery and most, even fellow spellcasters, can&#039;t pin him down as a Wizard, a Sorcerer, or a Warlock of some sort. &lt;br /&gt;
This elf looks noble born with the most sharp and perfect features of his race, but his ageless features common to his people is marred by the streak of silver in his hair which starts at the brow and continues around to his long locks. He doesn&#039;t talk about this, pointing out that the color of his hair has little to do with academia or important magical matters of the Troupe. &lt;br /&gt;
He has proven himself continuously and is known for his magical battle prowess as one of the first in the company to fight off a monster attack when the Troupe established camp, but his serious and mysterious air is often offputting to the others of the Troupe. &lt;br /&gt;
Shalahazz is often busy studying in his tent which is fairly good sized as it also serves as the magical market of the Camp though the selling and buying duties are left decidedly to Thellen Stareye the young human man under his tutelage and also the shopkeep of &amp;quot;Shalahazz&#039;s Wonders&amp;quot; as the tent has come to be called. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Troupe Watch&#039;&#039;&#039;&lt;br /&gt;
The Watch are warriors and wizards who serve to guard Camp Newdawn as well as working as gatherers of food, wood, flora, and other resources necessary to keep the Troupe sustained. Though the Watch are behooven to both Bijinn Umi and Commandant Belevante, the Watch&#039;s leader of sorts is Watch Commander Eulis (known not to her face as Eulis the Red after her former pirate name).  &lt;br /&gt;
The Watch is composed of all sorts of folks from all sorts of backgrounds who have come to be a kind of family, respecting one another despite some of their differences both culturally and ethically.  &lt;br /&gt;
All members of the Watch have proven themselves capable and, more importantly, loyal. It doesn&#039;t hurt that Eulis has made it clear that those who work against the Troupe&#039;s purpose or prove unworthy of the Troupe&#039;s trust will be exiled from the camp into the unknown of the New Land never to return on promise of death. &lt;br /&gt;
To date, this threat has only been carried out once but no one talks about the details, telling any who inquire to take it up with Eulis, herself, if they dare. &lt;br /&gt;
Thanks to the Watch and their competence as warriors and spellcasters both, the Campo has been left mostly peaceful since the first monster attack was turned away. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Oborik&#039;&#039;&#039;&lt;br /&gt;
This is a word that immediately raises alarms in the Camp as anyone coming to work for or visit the Troupe is hastenly told. &lt;br /&gt;
The Oborik are a group of monsters local to the New Land who could be called goblins or ogres or orks, save for the fact that they have a unique appearance and vary in size between all three of the before mentioned.&lt;br /&gt;
They are called Oborik because that is the only words they utter (and the Troupe isn&#039;t sure that they got the word right with the monsters&#039; thick gutterish accents). &lt;br /&gt;
The creatures are described as very pale creatures with golden wolf-like eyes and black claw-like nails. They have blood red fur which acts as hair but courses down the back of their necks and backs resembling something closer to fur. &lt;br /&gt;
They are sneaky and competent fighters but have not been seen again since the first raid, other than in small bands that have been wiped out or avoided.&lt;br /&gt;
&lt;br /&gt;
==Camp NewDawn==&lt;br /&gt;
Camp NewDawn is often just called the Camp by the Troupe. The place is in its humble beginnings but yearns to become a port town one day.&lt;br /&gt;
&#039;&#039;&#039;The Commissions Tent&#039;&#039;&#039;&lt;br /&gt;
This is where groups meet to discuss affairs and to determine what the various groups of the Troupe of NewDawn will be doing from day to day. &lt;br /&gt;
The entire Troupe is lined up here in the morning directly after breakfast to receive their daily work orders. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Explorers Quarters&#039;&#039;&#039;&lt;br /&gt;
This is where the Explorers, the newcomers to the New Land lay their head, clean up, and stow their items they don&#039;t care to carry about with them. &lt;br /&gt;
The place is centered by a round-ish table with the map of the New Land on it as well as a few ink wells and quills to make adjustments to the map and make plans for what to explore next. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Mess Tent&#039;&#039;&#039;&lt;br /&gt;
Also just called the Mess, this is where the halfling cook and her half-orc helper prepare meals. And they do a very good job of it as well. The tent is never empty during meal times, especially when the Camp is alive with the aroma of fresh baked bread from Verna&#039;s small oven that it is said was a gift from a gnomish merchant. Verna&#039;s half-orc helper also guards the stores, the tent directly behind the Mess where the Camp&#039;s food is kept and carefully rationed out by Verna, herself. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pelor&#039;s Light&#039;&#039;&#039;&lt;br /&gt;
Also called the Temple Tent, this is where the Troupe go to worship, to commune with Kalen, also called Father by many and Kalen of Pelor&#039;s Grace by those who really want to try to earn his favor or respect. Though Kalen is not the only one in the Camp capable of healing, he is the only one capable of bestowing Blessings and will do so sparingly to those he finds truly worthy or in need. He is serious in his devotion and piety but he is also the friendliest face one is likely to encounter in the Camp.&lt;br /&gt;
The temple tent, itself, is centered by the shrine of Pelor and the large, carved stone sun that is the center of Pelor&#039;s Shrine. But, surrounding the place in a circle are shrines ot other minor deities of travel, nature, and good fortune.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Command&#039;&#039;&#039;&lt;br /&gt;
This is the only actual cabin in the Camp. It is the quarters of the Commandant Horris Belavante on a second floor with the first floor having two smaller quarters for Umi Bijinn and Watch Commander Eulis. Aside from the quarters, this cabin also has a sitting room which is both a haven for the Troupe&#039;s upper command ass well as a meeting place when a meeting is truly necessary outside of the Commissions Tent. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Provisioner&#039;&#039;&#039;&lt;br /&gt;
The company&#039;s provisions officer as he prefers to be called, is a strange fellow named Rathaen. Strange in so much that he is shaped like a dwarf made completely of brass. His eyes are two precious gemstones and he seems to possess strength enough to pound out metal in his smithe by hand. He is often dodging the curiosities of the local wizard, Shalahazz who has offered to pay him to be studied. Rathaen insists, however, that he has no need of earthly treasures though he is quite fond of masterful works of weapons and art, especially stone and metal carved art which he will gladly pay a lot for. Though Rathaen seems to be a construct of some sort, he has a personality and appears to be free willed, even stubborn in some regards. He is forthright and open to the fact that he has no memory or knowledge of where he has come from or what, exactly, he is. &lt;br /&gt;
The prices that Rathaen charge are very fair, only slightly above the standard prices in towns and cities due to the short resources and supply and demand, especially for arrows and bolts and any &amp;quot;profits&amp;quot; he makes that he doesn&#039;t use to buy artwork from travelers he gives to the Camp, itself to help it grow. &lt;br /&gt;
&lt;br /&gt;
==Places Of Interest==&lt;br /&gt;
The New Land is an unexplored, vast continent full of places both beautiful and dangerous, some even terrifying. &lt;br /&gt;
The Troupe of NewDawn have scarcely touched the surface of the land and mapped out even less of it. But a little knowledge can be better than no knowledge at all. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Peaceful Isles&#039;&#039;&#039;&lt;br /&gt;
This place is said to live up to its name and offers some food, good fishing, and resources, though these resources are limited and in order to avoid stripping the isles, the Troupe would like to find other resources in the New Land, itself. &lt;br /&gt;
This is a place where both the Troupe of NewDawn and the crew of the Silt Maiden go to relax and enjoy themselves when time allows. &lt;br /&gt;
The foliage here is green and tropical and the fish colorful and bright. The Newberries grow plentiful here, which the cooks in Camp NewDawn enjoy using for pies, drnks, and other refreshing fixings. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Island of the Witch&#039;&#039;&#039;&lt;br /&gt;
This island in contrast to the peaceful isles is a place covered in mists and mystery. The only group sent here to look around came back murderous and mindless save for a message that had been left with one man who had been controlled by something telling the Troupe to leave it alone. When the man recovered, all he could say is that &amp;quot;She&amp;quot; needed to be left alone and none have gone back to the island since. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Great Swamp&#039;&#039;&#039;&lt;br /&gt;
This great expanse of marshland is inhabited by lizardfolk and bullywugs according to the Troupe and, perhaps, a great winged beast as well that may or may not be a dragon. Some of the Troupe have been captured and eaten by the lizardfolk, making it unlikely that friendly negotiations can be made with these particular creatures. &lt;br /&gt;
Oddly enough, the Oborik attacked from this general direction and, apparently, made it through the swamps unscathed somehow. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Lush Green&#039;&#039;&#039;&lt;br /&gt;
This section of tropical woodlands is said to be ruled over by creatures known as ghost monkeys. Creatures that can control nature, steal items very stealthily, and possibly even fly. It has been proposed most recently that these creature may be upset nature spirits as they seem to attack when the trees or fruits of this area are threatened.&lt;br /&gt;
&lt;br /&gt;
The Lush Green, as the Explorers found out, was protected by a tropical treant and a host of phanatons who take the protection of this tropical forest paradise very seriously. Come to find out, another host of creatures has also started to crawl from the dark earth, spider-like beings known as the Colony of Strands.&lt;br /&gt;
&lt;br /&gt;
Sunfrond, the treant warden of the Lush Green and friend to the phanatons asked that the Explorers investigate the Colony of Strands and find out what danger they pose to life in the Lush Green. &lt;br /&gt;
&lt;br /&gt;
The Explorers met the Aranea as the Colony of strands call themselves. Rathaxx, an older Aranea in the guide of a man from the East and Kaliel, a more brash and younger Aranea that takes on the guise of a dark elf. The meeting was tenuous and there were a few times it almost came to a battle, especially with the younger Aranea insisting on possibly eating a tresspassing phanaton and practicing necromancy but cooler heads prevailed and no one lost their life that day, even the little would be brave phanaton.&lt;br /&gt;
&lt;br /&gt;
Some brokerage of peace, while it lasts, was struck and news was taken back to Sunfrond who delivered an area of safe wood gathering as was promised. Though Sunfrond is dubious at best about an aliance with the spider folk he agrees to leave their ruins alone for the time being and to urge the phanatons to do the same.&lt;/div&gt;</summary>
		<author><name>Nyarlthotep</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=The_Land_of_Spoils_and_Promised_Danger&amp;diff=377189</id>
		<title>The Land of Spoils and Promised Danger</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=The_Land_of_Spoils_and_Promised_Danger&amp;diff=377189"/>
		<updated>2020-02-01T20:41:19Z</updated>

		<summary type="html">&lt;p&gt;Nyarlthotep: /* The Explorers */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=The Background=&lt;br /&gt;
It is the largest unexplored continent in the World (for the World is what the everyday folk call this orb on which life teems while the learned scholars name the place Taermus).&lt;br /&gt;
This great new land is ripe for colonization by the King and Queen of Kingsland but the great minerals and other secrets hidden in the deep woods, mountains, and perhaps even in the swamps or icy glaciers are coveted by not only the throne but others who would seek out this land to plunder its spoils or to set up their own seat of power. &lt;br /&gt;
For those willing to help explore and protect the colonists of this new land, there is good work and spoils to be had for them as well. &lt;br /&gt;
Indeed, this is where we find the Troupe of the Newdawn, named for the new opportunities that await those brave explorers.&lt;br /&gt;
The Troupe has set up a consignment for able bodies explorers who would face the unknowns in this new land. &lt;br /&gt;
&lt;br /&gt;
Camp Newdawn is a modest establishment, having a makeshift &amp;quot;mess tent&amp;quot; that passes for a tavern and place to grab a small meal, the cabins where those of the Troupe and other visitors can get some rest, the Temple which is mostly devoted to Pelor but also holds a host of minor shrines as well, as well as the Officer&#039;s Tent for those of the Troupe who are considered its leaders, and a few storage tents for supplies and equipment. &lt;br /&gt;
&lt;br /&gt;
==The New Land Map==&lt;br /&gt;
As it Stands now:&lt;br /&gt;
&lt;br /&gt;
[img]https://i.imgur.com/plgwDsl.jpg[/img]&lt;br /&gt;
&lt;br /&gt;
==Links==&lt;br /&gt;
* &#039;&#039;&#039;[https://forum.rpg.net/index.php?threads/the-land-of-spoils-and-promised-danger.856279/ In Character]&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;[https://forum.rpg.net/index.php?threads/the-land-of-spoils-and-promised-danger.856281/ Out Of Character]&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;[https://forum.rpg.net/index.php?threads/closed-recruitment-d-d-5e-the-land-of-spoils-and-promised-danger.856099/ Recruitment]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==The Explorers==&lt;br /&gt;
These are the brave (or desperate, or insane, or...nevermind) these are the explorers of the New Land. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Total XP Thus Far&#039;&#039;&#039;: 935&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dancer Under the Crescent Moon (Dancer to Her Allies)&#039;&#039;&#039;&lt;br /&gt;
Dancer is a Tabaxi Hexblade from the &amp;quot;Golden Deserts&amp;quot; of Kabarr in the East who wanders and looks for her next hunt, she especially has a distaste for raiders. &lt;br /&gt;
Played by: Talisman&lt;br /&gt;
[https://docs.google.com/document/d/16-GBUQ2ah_03RkX5eHMfOA6WK9xOQtMu-A4O6q50CNg/edit]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dr. Alfans Lunarre&#039;&#039;&#039;&lt;br /&gt;
The Longtooth Shifter Bloodhunter, Alfans is fresh from gaining his doctorate and ready to see the world outside of the tomes (and also a hunter of dark things).&lt;br /&gt;
Played by: Woolishly Grim&lt;br /&gt;
[https://www.dndbeyond.com/characters/20136023]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Meiovar[https://www.dndbeyond.com/profile/SturmRaven/characters/20097409]&#039;&#039;&#039;&lt;br /&gt;
This Half-Elf Sorceress is a mystery to her peers even in the collegiate realms where she studied. She roams the lands of the World looking for what might be over the next ridge and, especially, what ancient knowledge might be uncovered along the way. &lt;br /&gt;
Played by: Stormraven&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Iman&#039;&#039;&#039;&lt;br /&gt;
Iman is a Human druid who began an unremarkable life only to be sought out by her teacher and, she soon found, the World itself. She wanders the ways and wilds offering wisdom to those who seem in need of it.&lt;br /&gt;
Played by: Silvercat Moonpaw [https://wiki.rpg.net/index.php/Iman]&lt;br /&gt;
&amp;lt;!-- Iman&lt;br /&gt;
Age: 55&lt;br /&gt;
Hair: Black&lt;br /&gt;
Eyes: Brown&lt;br /&gt;
Female Human [Variant] Druid 3 (Circle of the Land [Desert])&lt;br /&gt;
Str 13 (+1), Dex 8 (-1), Con 13 (+1), Int 14 (+2), Wis 16 (+3), Cha 10 (+0)&lt;br /&gt;
Proficiency: +2&lt;br /&gt;
Armor Class: 12&lt;br /&gt;
Hit Points: 21&lt;br /&gt;
Armor: Light armor, medium armor, shields (druids will not wear armor or use shields made of metal)&lt;br /&gt;
Weapons: Clubs, daggers, darts, javelins, maces, quarterstaffs, scimitars, sickles, slings, spears&lt;br /&gt;
Tools: Herbalism kit, Cook&#039;s utensils&lt;br /&gt;
Saving Throws: Intelligence +4, Wisdom +5&lt;br /&gt;
Skills: Animal Handling +5, Insight +5, Medicine +5, Perception +5, Survival +7 (Expertise), Nature +4&lt;br /&gt;
Languages: Common, Primordial, Sylvan, Druidic&lt;br /&gt;
Feats: Prodigy (XGE)&lt;br /&gt;
Features: Druidic, Spellcasting, Wild Shape, Druid Circle (Circle of the Land [Bonus Cantrip, Natural Recovery, Circle Spells])&lt;br /&gt;
Spellcasting: Cntr: 2+1; 1st: 4; 2nd: 2; 8 minutes prep; Save DC: 13; Spell attack: +5&lt;br /&gt;
Circle Spells: blur (2nd), silence (2nd)&lt;br /&gt;
Wild Shape: Max CR: 1/4; no flying or swimming; 1 hour; 2/rest&lt;br /&gt;
Equipment: club, wooden shield, leather armor, an explorer’s pack, a druidic focus&lt;br /&gt;
Combat: +3 attack (melee); +1 attack (ranged); club 1d4+1 B&lt;br /&gt;
&lt;br /&gt;
Here&#039;s the write-up after some looking around the Internet. I really don&#039;t have much of a background in mind:&lt;br /&gt;
Not really managing to make anything of herself it was only when a senior druid walked out of the badlands and said he&#039;d been sent to find her that her life started going anywhere. Once done with training she just sort of took to wandering. In some ways she&#039;s a fantasy Taoist.Iman&lt;br /&gt;
Age: 55&lt;br /&gt;
Hair: Black&lt;br /&gt;
Eyes: Brown&lt;br /&gt;
Female Human [Variant] Druid 3 (Circle of the Land [Desert])&lt;br /&gt;
Str 13 (+1), Dex 8 (-1), Con 13 (+1), Int 14 (+2), Wis 16 (+3), Cha 10 (+0)&lt;br /&gt;
Proficiency: +2&lt;br /&gt;
Armor Class: 12&lt;br /&gt;
Hit Points: 21&lt;br /&gt;
Armor: Light armor, medium armor, shields (druids will not wear armor or use shields made of metal)&lt;br /&gt;
Weapons: Clubs, daggers, darts, javelins, maces, quarterstaffs, scimitars, sickles, slings, spears&lt;br /&gt;
Tools: Herbalism kit, Cook&#039;s utensils&lt;br /&gt;
Saving Throws: Intelligence +4, Wisdom +5&lt;br /&gt;
Skills: Animal Handling +5, Insight +5, Medicine +5, Perception +5, Survival +7 (Expertise), Nature +4&lt;br /&gt;
Languages: Common, Primordial, Sylvan, Druidic&lt;br /&gt;
Feats: Prodigy (XGE)&lt;br /&gt;
Features: Druidic, Spellcasting, Wild Shape, Druid Circle (Circle of the Land [Bonus Cantrip, Natural Recovery, Circle Spells])&lt;br /&gt;
Spellcasting: Cntr: 2+1; 1st: 4; 2nd: 2; 8 minutes prep; Save DC: 13; Spell attack: +5&lt;br /&gt;
Circle Spells: blur (2nd), silence (2nd)&lt;br /&gt;
Wild Shape: Max CR: 1/4; no flying or swimming; 1 hour; 2/rest&lt;br /&gt;
Equipment: club, wooden shield, leather armor, an explorer’s pack, a druidic focus&lt;br /&gt;
Combat: +3 attack (melee); +1 attack (ranged); club 1d4+1 B&lt;br /&gt;
&lt;br /&gt;
Here&#039;s the write-up after some looking around the Internet. I really don&#039;t have much of a background in mind:&lt;br /&gt;
Not really managing to make anything of herself it was only when a senior druid walked out of the badlands and said he&#039;d been sent to find her that her life started going anywhere. Once done with training she just sort of took to wandering. In some ways she&#039;s a fantasy Taoist. --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Thol Wolf-Brother, Son of Hrin&#039;&#039;&#039;&lt;br /&gt;
A wandering Human barbarian far from his home and clan in the Great North, Thol has great respect for his axes and his drink. His allies are happy to have him pointed at their enemies.&lt;br /&gt;
Played by: Archer &lt;br /&gt;
[https://www.dndbeyond.com/characters/20097730/Ef0tPN]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Zass&#039;&#039;&#039;&lt;br /&gt;
Zass is a Yuan Ti Pureblood, or perhaps it should be said she was until being cursed by the Fey and bound to them. Now her emotions have been unleashed as she uses stealth and magic as a Thief/Warlock to make her way through the world, lost to her own people. &lt;br /&gt;
Played by: Stattick [https://wiki.rpg.net/index.php/Zass Zass]&lt;br /&gt;
&lt;br /&gt;
==The Troupe of Newdawn==&lt;br /&gt;
The Troupe of Newdawn are a group of people who represent the influential and wealthy of Kingsland as well as the group of colonists hoping to call the New Land home one day. &lt;br /&gt;
This small group is in charge of the exploration and clearing of (when necessary) the unexplored territories of the New Land. &lt;br /&gt;
The group consists of ex soldiers from the King and Queen&#039;s army, mercenaries, and others in the opportune position to strike out for an unexplored part of the world and those who can &amp;quot;get the job done&amp;quot;. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Commandant Horris Belevante&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This stalwart human is typically seen in his retired uniform from the King&#039;s Guard. His long gray hair shows his years where his strong and confident physique does not.&lt;br /&gt;
The Commandant oversees the entire operation of the Troupe, from everyday affairs such as ration shortages or, if the Troupe is lucky, overages, and any petty squabbles the Troupe (or its visitors) may have to larger threats such as raids by monsters or &amp;quot;competition&amp;quot; showing up. &lt;br /&gt;
Though Exploration and the purging of dangerous and vile creatures is a primary concern of the Commandant, his main concern is the safety of the Troupe (without the Troupe the operation is lost, after all) and with the help of his second, Bijinn Umi, and the &amp;quot;Good Captain Bashaar Firescale&amp;quot; is ready to evacuate the Troupe to the Captains ship, the Silt Maiden, at a moment&#039;s notice. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bijinn Umi&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Bijinn Umi is a mysterious woman, presumably human though very pale, from the Mysterious East, calling her home on the rare times she talks about her home, as the Bay of Jade. &lt;br /&gt;
Bijinn Umi does not talk a lot and seems very shy on matters that pertain to her, directly, and is very vocal on giving orders as the &amp;quot;second&amp;quot; to the Commandant. &lt;br /&gt;
She is skilled in tactics and combat both, carrying twin blades with a bluish metal tint and inspiring confidence in all of her allies. Though an enigma from an even more enigmatic land, she has won the trust and respect of her peers and is treated as one of the Troupe just as much as any who might be more &amp;quot;local&amp;quot;. &lt;br /&gt;
Bijinn Umi is responsible for a lot of the items that the Commandant just can&#039;t juggle and is, in particular, responsible for the security of Camp Newdawn. It is whispered around camp that Bijinn Umi often makes weather predictions with amazing and unnerving accuracy, impressing even the resident magical expert of the Troupe, Shalahazz.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Kalen&#039;&#039;&#039; &lt;br /&gt;
Kalen is a simple and average-appearing man until he talks, at which point he demands the attention of those aorund him with his deep voice which fits his representation and devotion to Pelor whose sun-symbol is worn about the man&#039;s neck boldly and proudly. &lt;br /&gt;
The priest of the Troupe and keeper of the Temple, a simple cabin with a major shrine to Pelor and minor shrines to &amp;quot;lesser&amp;quot; deities, Kalen serves as the Troupe&#039;s healer, spiritual guide, and simple confidant when necessary. Kalen is also seen pitching in wherever necessary (and whenever the opportunity to teach others about the Father of the Light. &lt;br /&gt;
Next to Bijinn Umi, Kalen is likey the most trusted person in the Troupe not only to the Commandant but to the Troupe as a whole. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Verna Brushbrittle&#039;&#039;&#039;&lt;br /&gt;
Verna is a halfling but no one sees her as that diminutive race, what they see in Verna is that she is a master chef that could cook for the King and Queen&#039;s table in the Great Halls themselves. &lt;br /&gt;
Verna&#039;s best talent is taking what little rations and hunted game there is in Camp Newdawn and creating something amazing from it. Her meals are the stuff of legends the way the folk of the Troupe talk and the &amp;quot;Mess Tent&amp;quot; is virtually packed and as wonderful smelling as any tavern or inn when good food and drink are about. &lt;br /&gt;
The Troupe are especially fond of the Newberry Wine, a special concoction that Verna has discovered and created from the local &amp;quot;Newberries&amp;quot; discovered in the New Land. As intoxicating as wine and as sweet as Sweet Water served in any Tavern or Inn. &lt;br /&gt;
Verna cannot be underestimated as being more than capable of taking care of herself, either. Many a man much larger than she has come to fear her switch for getting into her stores or trying to help themselves to her stew pot. &lt;br /&gt;
Her second is a young halforc boy named Timid which fits him well as he is very shy and afraid that his heritage will earn him ill will. But Verna demands respect of her cooking pupil and the Troupe give it, even calling Timid Verna&#039;s son. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Shalahazz&#039;&#039;&#039;&lt;br /&gt;
An elf whose powers are unmatched in the variety of spellcasters in the Troupe, Shalahazz&#039;s source of magic is also a deep mystery and most, even fellow spellcasters, can&#039;t pin him down as a Wizard, a Sorcerer, or a Warlock of some sort. &lt;br /&gt;
This elf looks noble born with the most sharp and perfect features of his race, but his ageless features common to his people is marred by the streak of silver in his hair which starts at the brow and continues around to his long locks. He doesn&#039;t talk about this, pointing out that the color of his hair has little to do with academia or important magical matters of the Troupe. &lt;br /&gt;
He has proven himself continuously and is known for his magical battle prowess as one of the first in the company to fight off a monster attack when the Troupe established camp, but his serious and mysterious air is often offputting to the others of the Troupe. &lt;br /&gt;
Shalahazz is often busy studying in his tent which is fairly good sized as it also serves as the magical market of the Camp though the selling and buying duties are left decidedly to Thellen Stareye the young human man under his tutelage and also the shopkeep of &amp;quot;Shalahazz&#039;s Wonders&amp;quot; as the tent has come to be called. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Troupe Watch&#039;&#039;&#039;&lt;br /&gt;
The Watch are warriors and wizards who serve to guard Camp Newdawn as well as working as gatherers of food, wood, flora, and other resources necessary to keep the Troupe sustained. Though the Watch are behooven to both Bijinn Umi and Commandant Belevante, the Watch&#039;s leader of sorts is Watch Commander Eulis (known not to her face as Eulis the Red after her former pirate name).  &lt;br /&gt;
The Watch is composed of all sorts of folks from all sorts of backgrounds who have come to be a kind of family, respecting one another despite some of their differences both culturally and ethically.  &lt;br /&gt;
All members of the Watch have proven themselves capable and, more importantly, loyal. It doesn&#039;t hurt that Eulis has made it clear that those who work against the Troupe&#039;s purpose or prove unworthy of the Troupe&#039;s trust will be exiled from the camp into the unknown of the New Land never to return on promise of death. &lt;br /&gt;
To date, this threat has only been carried out once but no one talks about the details, telling any who inquire to take it up with Eulis, herself, if they dare. &lt;br /&gt;
Thanks to the Watch and their competence as warriors and spellcasters both, the Campo has been left mostly peaceful since the first monster attack was turned away. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Oborik&#039;&#039;&#039;&lt;br /&gt;
This is a word that immediately raises alarms in the Camp as anyone coming to work for or visit the Troupe is hastenly told. &lt;br /&gt;
The Oborik are a group of monsters local to the New Land who could be called goblins or ogres or orks, save for the fact that they have a unique appearance and vary in size between all three of the before mentioned.&lt;br /&gt;
They are called Oborik because that is the only words they utter (and the Troupe isn&#039;t sure that they got the word right with the monsters&#039; thick gutterish accents). &lt;br /&gt;
The creatures are described as very pale creatures with golden wolf-like eyes and black claw-like nails. They have blood red fur which acts as hair but courses down the back of their necks and backs resembling something closer to fur. &lt;br /&gt;
They are sneaky and competent fighters but have not been seen again since the first raid, other than in small bands that have been wiped out or avoided.&lt;br /&gt;
&lt;br /&gt;
==Camp NewDawn==&lt;br /&gt;
Camp NewDawn is often just called the Camp by the Troupe. The place is in its humble beginnings but yearns to become a port town one day.&lt;br /&gt;
&#039;&#039;&#039;The Commissions Tent&#039;&#039;&#039;&lt;br /&gt;
This is where groups meet to discuss affairs and to determine what the various groups of the Troupe of NewDawn will be doing from day to day. &lt;br /&gt;
The entire Troupe is lined up here in the morning directly after breakfast to receive their daily work orders. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Explorers Quarters&#039;&#039;&#039;&lt;br /&gt;
This is where the Explorers, the newcomers to the New Land lay their head, clean up, and stow their items they don&#039;t care to carry about with them. &lt;br /&gt;
The place is centered by a round-ish table with the map of the New Land on it as well as a few ink wells and quills to make adjustments to the map and make plans for what to explore next. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Mess Tent&#039;&#039;&#039;&lt;br /&gt;
Also just called the Mess, this is where the halfling cook and her half-orc helper prepare meals. And they do a very good job of it as well. The tent is never empty during meal times, especially when the Camp is alive with the aroma of fresh baked bread from Verna&#039;s small oven that it is said was a gift from a gnomish merchant. Verna&#039;s half-orc helper also guards the stores, the tent directly behind the Mess where the Camp&#039;s food is kept and carefully rationed out by Verna, herself. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pelor&#039;s Light&#039;&#039;&#039;&lt;br /&gt;
Also called the Temple Tent, this is where the Troupe go to worship, to commune with Kalen, also called Father by many and Kalen of Pelor&#039;s Grace by those who really want to try to earn his favor or respect. Though Kalen is not the only one in the Camp capable of healing, he is the only one capable of bestowing Blessings and will do so sparingly to those he finds truly worthy or in need. He is serious in his devotion and piety but he is also the friendliest face one is likely to encounter in the Camp.&lt;br /&gt;
The temple tent, itself, is centered by the shrine of Pelor and the large, carved stone sun that is the center of Pelor&#039;s Shrine. But, surrounding the place in a circle are shrines ot other minor deities of travel, nature, and good fortune.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Command&#039;&#039;&#039;&lt;br /&gt;
This is the only actual cabin in the Camp. It is the quarters of the Commandant Horris Belavante on a second floor with the first floor having two smaller quarters for Umi Bijinn and Watch Commander Eulis. Aside from the quarters, this cabin also has a sitting room which is both a haven for the Troupe&#039;s upper command ass well as a meeting place when a meeting is truly necessary outside of the Commissions Tent. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Provisioner&#039;&#039;&#039;&lt;br /&gt;
The company&#039;s provisions officer as he prefers to be called, is a strange fellow named Rathaen. Strange in so much that he is shaped like a dwarf made completely of brass. His eyes are two precious gemstones and he seems to possess strength enough to pound out metal in his smithe by hand. He is often dodging the curiosities of the local wizard, Shalahazz who has offered to pay him to be studied. Rathaen insists, however, that he has no need of earthly treasures though he is quite fond of masterful works of weapons and art, especially stone and metal carved art which he will gladly pay a lot for. Though Rathaen seems to be a construct of some sort, he has a personality and appears to be free willed, even stubborn in some regards. He is forthright and open to the fact that he has no memory or knowledge of where he has come from or what, exactly, he is. &lt;br /&gt;
The prices that Rathaen charge are very fair, only slightly above the standard prices in towns and cities due to the short resources and supply and demand, especially for arrows and bolts and any &amp;quot;profits&amp;quot; he makes that he doesn&#039;t use to buy artwork from travelers he gives to the Camp, itself to help it grow. &lt;br /&gt;
&lt;br /&gt;
==Places Of Interest==&lt;br /&gt;
The New Land is an unexplored, vast continent full of places both beautiful and dangerous, some even terrifying. &lt;br /&gt;
The Troupe of NewDawn have scarcely touched the surface of the land and mapped out even less of it. But a little knowledge can be better than no knowledge at all. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Peaceful Isles&#039;&#039;&#039;&lt;br /&gt;
This place is said to live up to its name and offers some food, good fishing, and resources, though these resources are limited and in order to avoid stripping the isles, the Troupe would like to find other resources in the New Land, itself. &lt;br /&gt;
This is a place where both the Troupe of NewDawn and the crew of the Silt Maiden go to relax and enjoy themselves when time allows. &lt;br /&gt;
The foliage here is green and tropical and the fish colorful and bright. The Newberries grow plentiful here, which the cooks in Camp NewDawn enjoy using for pies, drnks, and other refreshing fixings. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Island of the Witch&#039;&#039;&#039;&lt;br /&gt;
This island in contrast to the peaceful isles is a place covered in mists and mystery. The only group sent here to look around came back murderous and mindless save for a message that had been left with one man who had been controlled by something telling the Troupe to leave it alone. When the man recovered, all he could say is that &amp;quot;She&amp;quot; needed to be left alone and none have gone back to the island since. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Great Swamp&#039;&#039;&#039;&lt;br /&gt;
This great expanse of marshland is inhabited by lizardfolk and bullywugs according to the Troupe and, perhaps, a great winged beast as well that may or may not be a dragon. Some of the Troupe have been captured and eaten by the lizardfolk, making it unlikely that friendly negotiations can be made with these particular creatures. &lt;br /&gt;
Oddly enough, the Oborik attacked from this general direction and, apparently, made it through the swamps unscathed somehow. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Lush Green&#039;&#039;&#039;&lt;br /&gt;
This section of tropical woodlands is said to be ruled over by creatures known as ghost monkeys. Creatures that can control nature, steal items very stealthily, and possibly even fly. It has been proposed most recently that these creature may be upset nature spirits as they seem to attack when the trees or fruits of this area are threatened.&lt;br /&gt;
&lt;br /&gt;
The Lush Green, as the Explorers found out, was protected by a tropical treant and a host of phanatons who take the protection of this tropical forest paradise very seriously. Come to find out, another host of creatures has also started to crawl from the dark earth, spider-like beings known as the Colony of Strands.&lt;br /&gt;
&lt;br /&gt;
Sunfrond, the treant warden of the Lush Green and friend to the phanatons asked that the Explorers investigate the Colony of Strands and find out what danger they pose to life in the Lush Green. &lt;br /&gt;
&lt;br /&gt;
The Explorers met the Aranea as the Colony of strands call themselves. Rathaxx, an older Aranea in the guide of a man from the East and Kaliel, a more brash and younger Aranea that takes on the guise of a dark elf. The meeting was tenuous and there were a few times it almost came to a battle, especially with the younger Aranea insisting on possibly eating a tresspassing phanaton and practicing necromancy but cooler heads prevailed and no one lost their life that day, even the little would be brave phanaton.&lt;br /&gt;
&lt;br /&gt;
Some brokerage of peace, while it lasts, was struck and news was taken back to Sunfrond who delivered an area of safe wood gathering as was promised. Though Sunfrond is dubious at best about an aliance with the spider folk he agrees to leave their ruins alone for the time being and to urge the phanatons to do the same.&lt;/div&gt;</summary>
		<author><name>Nyarlthotep</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=The_Land_of_Spoils_and_Promised_Danger&amp;diff=376988</id>
		<title>The Land of Spoils and Promised Danger</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=The_Land_of_Spoils_and_Promised_Danger&amp;diff=376988"/>
		<updated>2020-01-30T01:46:01Z</updated>

		<summary type="html">&lt;p&gt;Nyarlthotep: /* The New Land Map */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=The Background=&lt;br /&gt;
It is the largest unexplored continent in the World (for the World is what the everyday folk call this orb on which life teems while the learned scholars name the place Taermus).&lt;br /&gt;
This great new land is ripe for colonization by the King and Queen of Kingsland but the great minerals and other secrets hidden in the deep woods, mountains, and perhaps even in the swamps or icy glaciers are coveted by not only the throne but others who would seek out this land to plunder its spoils or to set up their own seat of power. &lt;br /&gt;
For those willing to help explore and protect the colonists of this new land, there is good work and spoils to be had for them as well. &lt;br /&gt;
Indeed, this is where we find the Troupe of the Newdawn, named for the new opportunities that await those brave explorers.&lt;br /&gt;
The Troupe has set up a consignment for able bodies explorers who would face the unknowns in this new land. &lt;br /&gt;
&lt;br /&gt;
Camp Newdawn is a modest establishment, having a makeshift &amp;quot;mess tent&amp;quot; that passes for a tavern and place to grab a small meal, the cabins where those of the Troupe and other visitors can get some rest, the Temple which is mostly devoted to Pelor but also holds a host of minor shrines as well, as well as the Officer&#039;s Tent for those of the Troupe who are considered its leaders, and a few storage tents for supplies and equipment. &lt;br /&gt;
&lt;br /&gt;
==The New Land Map==&lt;br /&gt;
As it Stands now:&lt;br /&gt;
&lt;br /&gt;
[img]https://i.imgur.com/plgwDsl.jpg[/img]&lt;br /&gt;
&lt;br /&gt;
==Links==&lt;br /&gt;
* &#039;&#039;&#039;[https://forum.rpg.net/index.php?threads/the-land-of-spoils-and-promised-danger.856279/ In Character]&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;[https://forum.rpg.net/index.php?threads/the-land-of-spoils-and-promised-danger.856281/ Out Of Character]&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;[https://forum.rpg.net/index.php?threads/closed-recruitment-d-d-5e-the-land-of-spoils-and-promised-danger.856099/ Recruitment]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==The Explorers==&lt;br /&gt;
These are the brave (or desperate, or insane, or...nevermind) these are the explorers of the New Land. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Total XP Thus Far&#039;&#039;&#039;: 635&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dancer Under the Crescent Moon (Dancer to Her Allies)&#039;&#039;&#039;&lt;br /&gt;
Dancer is a Tabaxi Hexblade from the &amp;quot;Golden Deserts&amp;quot; of Kabarr in the East who wanders and looks for her next hunt, she especially has a distaste for raiders. &lt;br /&gt;
Played by: Talisman&lt;br /&gt;
[https://docs.google.com/document/d/16-GBUQ2ah_03RkX5eHMfOA6WK9xOQtMu-A4O6q50CNg/edit]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dr. Alfans Lunarre&#039;&#039;&#039;&lt;br /&gt;
The Longtooth Shifter Bloodhunter, Alfans is fresh from gaining his doctorate and ready to see the world outside of the tomes (and also a hunter of dark things).&lt;br /&gt;
Played by: Woolishly Grim&lt;br /&gt;
[https://www.dndbeyond.com/characters/20136023]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Meiovar[https://www.dndbeyond.com/profile/SturmRaven/characters/20097409]&#039;&#039;&#039;&lt;br /&gt;
This Half-Elf Sorceress is a mystery to her peers even in the collegiate realms where she studied. She roams the lands of the World looking for what might be over the next ridge and, especially, what ancient knowledge might be uncovered along the way. &lt;br /&gt;
Played by: Stormraven&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Iman&#039;&#039;&#039;&lt;br /&gt;
Iman is a Human druid who began an unremarkable life only to be sought out by her teacher and, she soon found, the World itself. She wanders the ways and wilds offering wisdom to those who seem in need of it.&lt;br /&gt;
Played by: Silvercat Moonpaw [https://wiki.rpg.net/index.php/Iman]&lt;br /&gt;
&amp;lt;!-- Iman&lt;br /&gt;
Age: 55&lt;br /&gt;
Hair: Black&lt;br /&gt;
Eyes: Brown&lt;br /&gt;
Female Human [Variant] Druid 3 (Circle of the Land [Desert])&lt;br /&gt;
Str 13 (+1), Dex 8 (-1), Con 13 (+1), Int 14 (+2), Wis 16 (+3), Cha 10 (+0)&lt;br /&gt;
Proficiency: +2&lt;br /&gt;
Armor Class: 12&lt;br /&gt;
Hit Points: 21&lt;br /&gt;
Armor: Light armor, medium armor, shields (druids will not wear armor or use shields made of metal)&lt;br /&gt;
Weapons: Clubs, daggers, darts, javelins, maces, quarterstaffs, scimitars, sickles, slings, spears&lt;br /&gt;
Tools: Herbalism kit, Cook&#039;s utensils&lt;br /&gt;
Saving Throws: Intelligence +4, Wisdom +5&lt;br /&gt;
Skills: Animal Handling +5, Insight +5, Medicine +5, Perception +5, Survival +7 (Expertise), Nature +4&lt;br /&gt;
Languages: Common, Primordial, Sylvan, Druidic&lt;br /&gt;
Feats: Prodigy (XGE)&lt;br /&gt;
Features: Druidic, Spellcasting, Wild Shape, Druid Circle (Circle of the Land [Bonus Cantrip, Natural Recovery, Circle Spells])&lt;br /&gt;
Spellcasting: Cntr: 2+1; 1st: 4; 2nd: 2; 8 minutes prep; Save DC: 13; Spell attack: +5&lt;br /&gt;
Circle Spells: blur (2nd), silence (2nd)&lt;br /&gt;
Wild Shape: Max CR: 1/4; no flying or swimming; 1 hour; 2/rest&lt;br /&gt;
Equipment: club, wooden shield, leather armor, an explorer’s pack, a druidic focus&lt;br /&gt;
Combat: +3 attack (melee); +1 attack (ranged); club 1d4+1 B&lt;br /&gt;
&lt;br /&gt;
Here&#039;s the write-up after some looking around the Internet. I really don&#039;t have much of a background in mind:&lt;br /&gt;
Not really managing to make anything of herself it was only when a senior druid walked out of the badlands and said he&#039;d been sent to find her that her life started going anywhere. Once done with training she just sort of took to wandering. In some ways she&#039;s a fantasy Taoist.Iman&lt;br /&gt;
Age: 55&lt;br /&gt;
Hair: Black&lt;br /&gt;
Eyes: Brown&lt;br /&gt;
Female Human [Variant] Druid 3 (Circle of the Land [Desert])&lt;br /&gt;
Str 13 (+1), Dex 8 (-1), Con 13 (+1), Int 14 (+2), Wis 16 (+3), Cha 10 (+0)&lt;br /&gt;
Proficiency: +2&lt;br /&gt;
Armor Class: 12&lt;br /&gt;
Hit Points: 21&lt;br /&gt;
Armor: Light armor, medium armor, shields (druids will not wear armor or use shields made of metal)&lt;br /&gt;
Weapons: Clubs, daggers, darts, javelins, maces, quarterstaffs, scimitars, sickles, slings, spears&lt;br /&gt;
Tools: Herbalism kit, Cook&#039;s utensils&lt;br /&gt;
Saving Throws: Intelligence +4, Wisdom +5&lt;br /&gt;
Skills: Animal Handling +5, Insight +5, Medicine +5, Perception +5, Survival +7 (Expertise), Nature +4&lt;br /&gt;
Languages: Common, Primordial, Sylvan, Druidic&lt;br /&gt;
Feats: Prodigy (XGE)&lt;br /&gt;
Features: Druidic, Spellcasting, Wild Shape, Druid Circle (Circle of the Land [Bonus Cantrip, Natural Recovery, Circle Spells])&lt;br /&gt;
Spellcasting: Cntr: 2+1; 1st: 4; 2nd: 2; 8 minutes prep; Save DC: 13; Spell attack: +5&lt;br /&gt;
Circle Spells: blur (2nd), silence (2nd)&lt;br /&gt;
Wild Shape: Max CR: 1/4; no flying or swimming; 1 hour; 2/rest&lt;br /&gt;
Equipment: club, wooden shield, leather armor, an explorer’s pack, a druidic focus&lt;br /&gt;
Combat: +3 attack (melee); +1 attack (ranged); club 1d4+1 B&lt;br /&gt;
&lt;br /&gt;
Here&#039;s the write-up after some looking around the Internet. I really don&#039;t have much of a background in mind:&lt;br /&gt;
Not really managing to make anything of herself it was only when a senior druid walked out of the badlands and said he&#039;d been sent to find her that her life started going anywhere. Once done with training she just sort of took to wandering. In some ways she&#039;s a fantasy Taoist. --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Thol Wolf-Brother, Son of Hrin&#039;&#039;&#039;&lt;br /&gt;
A wandering Human barbarian far from his home and clan in the Great North, Thol has great respect for his axes and his drink. His allies are happy to have him pointed at their enemies.&lt;br /&gt;
Played by: Archer &lt;br /&gt;
[https://www.dndbeyond.com/characters/20097730/Ef0tPN]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Zass&#039;&#039;&#039;&lt;br /&gt;
Zass is a Yuan Ti Pureblood, or perhaps it should be said she was until being cursed by the Fey and bound to them. Now her emotions have been unleashed as she uses stealth and magic as a Thief/Warlock to make her way through the world, lost to her own people. &lt;br /&gt;
Played by: Stattick [https://wiki.rpg.net/index.php/Zass Zass]&lt;br /&gt;
&lt;br /&gt;
==The Troupe of Newdawn==&lt;br /&gt;
The Troupe of Newdawn are a group of people who represent the influential and wealthy of Kingsland as well as the group of colonists hoping to call the New Land home one day. &lt;br /&gt;
This small group is in charge of the exploration and clearing of (when necessary) the unexplored territories of the New Land. &lt;br /&gt;
The group consists of ex soldiers from the King and Queen&#039;s army, mercenaries, and others in the opportune position to strike out for an unexplored part of the world and those who can &amp;quot;get the job done&amp;quot;. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Commandant Horris Belevante&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This stalwart human is typically seen in his retired uniform from the King&#039;s Guard. His long gray hair shows his years where his strong and confident physique does not.&lt;br /&gt;
The Commandant oversees the entire operation of the Troupe, from everyday affairs such as ration shortages or, if the Troupe is lucky, overages, and any petty squabbles the Troupe (or its visitors) may have to larger threats such as raids by monsters or &amp;quot;competition&amp;quot; showing up. &lt;br /&gt;
Though Exploration and the purging of dangerous and vile creatures is a primary concern of the Commandant, his main concern is the safety of the Troupe (without the Troupe the operation is lost, after all) and with the help of his second, Bijinn Umi, and the &amp;quot;Good Captain Bashaar Firescale&amp;quot; is ready to evacuate the Troupe to the Captains ship, the Silt Maiden, at a moment&#039;s notice. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bijinn Umi&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Bijinn Umi is a mysterious woman, presumably human though very pale, from the Mysterious East, calling her home on the rare times she talks about her home, as the Bay of Jade. &lt;br /&gt;
Bijinn Umi does not talk a lot and seems very shy on matters that pertain to her, directly, and is very vocal on giving orders as the &amp;quot;second&amp;quot; to the Commandant. &lt;br /&gt;
She is skilled in tactics and combat both, carrying twin blades with a bluish metal tint and inspiring confidence in all of her allies. Though an enigma from an even more enigmatic land, she has won the trust and respect of her peers and is treated as one of the Troupe just as much as any who might be more &amp;quot;local&amp;quot;. &lt;br /&gt;
Bijinn Umi is responsible for a lot of the items that the Commandant just can&#039;t juggle and is, in particular, responsible for the security of Camp Newdawn. It is whispered around camp that Bijinn Umi often makes weather predictions with amazing and unnerving accuracy, impressing even the resident magical expert of the Troupe, Shalahazz.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Kalen&#039;&#039;&#039; &lt;br /&gt;
Kalen is a simple and average-appearing man until he talks, at which point he demands the attention of those aorund him with his deep voice which fits his representation and devotion to Pelor whose sun-symbol is worn about the man&#039;s neck boldly and proudly. &lt;br /&gt;
The priest of the Troupe and keeper of the Temple, a simple cabin with a major shrine to Pelor and minor shrines to &amp;quot;lesser&amp;quot; deities, Kalen serves as the Troupe&#039;s healer, spiritual guide, and simple confidant when necessary. Kalen is also seen pitching in wherever necessary (and whenever the opportunity to teach others about the Father of the Light. &lt;br /&gt;
Next to Bijinn Umi, Kalen is likey the most trusted person in the Troupe not only to the Commandant but to the Troupe as a whole. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Verna Brushbrittle&#039;&#039;&#039;&lt;br /&gt;
Verna is a halfling but no one sees her as that diminutive race, what they see in Verna is that she is a master chef that could cook for the King and Queen&#039;s table in the Great Halls themselves. &lt;br /&gt;
Verna&#039;s best talent is taking what little rations and hunted game there is in Camp Newdawn and creating something amazing from it. Her meals are the stuff of legends the way the folk of the Troupe talk and the &amp;quot;Mess Tent&amp;quot; is virtually packed and as wonderful smelling as any tavern or inn when good food and drink are about. &lt;br /&gt;
The Troupe are especially fond of the Newberry Wine, a special concoction that Verna has discovered and created from the local &amp;quot;Newberries&amp;quot; discovered in the New Land. As intoxicating as wine and as sweet as Sweet Water served in any Tavern or Inn. &lt;br /&gt;
Verna cannot be underestimated as being more than capable of taking care of herself, either. Many a man much larger than she has come to fear her switch for getting into her stores or trying to help themselves to her stew pot. &lt;br /&gt;
Her second is a young halforc boy named Timid which fits him well as he is very shy and afraid that his heritage will earn him ill will. But Verna demands respect of her cooking pupil and the Troupe give it, even calling Timid Verna&#039;s son. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Shalahazz&#039;&#039;&#039;&lt;br /&gt;
An elf whose powers are unmatched in the variety of spellcasters in the Troupe, Shalahazz&#039;s source of magic is also a deep mystery and most, even fellow spellcasters, can&#039;t pin him down as a Wizard, a Sorcerer, or a Warlock of some sort. &lt;br /&gt;
This elf looks noble born with the most sharp and perfect features of his race, but his ageless features common to his people is marred by the streak of silver in his hair which starts at the brow and continues around to his long locks. He doesn&#039;t talk about this, pointing out that the color of his hair has little to do with academia or important magical matters of the Troupe. &lt;br /&gt;
He has proven himself continuously and is known for his magical battle prowess as one of the first in the company to fight off a monster attack when the Troupe established camp, but his serious and mysterious air is often offputting to the others of the Troupe. &lt;br /&gt;
Shalahazz is often busy studying in his tent which is fairly good sized as it also serves as the magical market of the Camp though the selling and buying duties are left decidedly to Thellen Stareye the young human man under his tutelage and also the shopkeep of &amp;quot;Shalahazz&#039;s Wonders&amp;quot; as the tent has come to be called. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Troupe Watch&#039;&#039;&#039;&lt;br /&gt;
The Watch are warriors and wizards who serve to guard Camp Newdawn as well as working as gatherers of food, wood, flora, and other resources necessary to keep the Troupe sustained. Though the Watch are behooven to both Bijinn Umi and Commandant Belevante, the Watch&#039;s leader of sorts is Watch Commander Eulis (known not to her face as Eulis the Red after her former pirate name).  &lt;br /&gt;
The Watch is composed of all sorts of folks from all sorts of backgrounds who have come to be a kind of family, respecting one another despite some of their differences both culturally and ethically.  &lt;br /&gt;
All members of the Watch have proven themselves capable and, more importantly, loyal. It doesn&#039;t hurt that Eulis has made it clear that those who work against the Troupe&#039;s purpose or prove unworthy of the Troupe&#039;s trust will be exiled from the camp into the unknown of the New Land never to return on promise of death. &lt;br /&gt;
To date, this threat has only been carried out once but no one talks about the details, telling any who inquire to take it up with Eulis, herself, if they dare. &lt;br /&gt;
Thanks to the Watch and their competence as warriors and spellcasters both, the Campo has been left mostly peaceful since the first monster attack was turned away. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Oborik&#039;&#039;&#039;&lt;br /&gt;
This is a word that immediately raises alarms in the Camp as anyone coming to work for or visit the Troupe is hastenly told. &lt;br /&gt;
The Oborik are a group of monsters local to the New Land who could be called goblins or ogres or orks, save for the fact that they have a unique appearance and vary in size between all three of the before mentioned.&lt;br /&gt;
They are called Oborik because that is the only words they utter (and the Troupe isn&#039;t sure that they got the word right with the monsters&#039; thick gutterish accents). &lt;br /&gt;
The creatures are described as very pale creatures with golden wolf-like eyes and black claw-like nails. They have blood red fur which acts as hair but courses down the back of their necks and backs resembling something closer to fur. &lt;br /&gt;
They are sneaky and competent fighters but have not been seen again since the first raid, other than in small bands that have been wiped out or avoided.&lt;br /&gt;
&lt;br /&gt;
==Camp NewDawn==&lt;br /&gt;
Camp NewDawn is often just called the Camp by the Troupe. The place is in its humble beginnings but yearns to become a port town one day.&lt;br /&gt;
&#039;&#039;&#039;The Commissions Tent&#039;&#039;&#039;&lt;br /&gt;
This is where groups meet to discuss affairs and to determine what the various groups of the Troupe of NewDawn will be doing from day to day. &lt;br /&gt;
The entire Troupe is lined up here in the morning directly after breakfast to receive their daily work orders. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Explorers Quarters&#039;&#039;&#039;&lt;br /&gt;
This is where the Explorers, the newcomers to the New Land lay their head, clean up, and stow their items they don&#039;t care to carry about with them. &lt;br /&gt;
The place is centered by a round-ish table with the map of the New Land on it as well as a few ink wells and quills to make adjustments to the map and make plans for what to explore next. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Mess Tent&#039;&#039;&#039;&lt;br /&gt;
Also just called the Mess, this is where the halfling cook and her half-orc helper prepare meals. And they do a very good job of it as well. The tent is never empty during meal times, especially when the Camp is alive with the aroma of fresh baked bread from Verna&#039;s small oven that it is said was a gift from a gnomish merchant. Verna&#039;s half-orc helper also guards the stores, the tent directly behind the Mess where the Camp&#039;s food is kept and carefully rationed out by Verna, herself. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pelor&#039;s Light&#039;&#039;&#039;&lt;br /&gt;
Also called the Temple Tent, this is where the Troupe go to worship, to commune with Kalen, also called Father by many and Kalen of Pelor&#039;s Grace by those who really want to try to earn his favor or respect. Though Kalen is not the only one in the Camp capable of healing, he is the only one capable of bestowing Blessings and will do so sparingly to those he finds truly worthy or in need. He is serious in his devotion and piety but he is also the friendliest face one is likely to encounter in the Camp.&lt;br /&gt;
The temple tent, itself, is centered by the shrine of Pelor and the large, carved stone sun that is the center of Pelor&#039;s Shrine. But, surrounding the place in a circle are shrines ot other minor deities of travel, nature, and good fortune.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Command&#039;&#039;&#039;&lt;br /&gt;
This is the only actual cabin in the Camp. It is the quarters of the Commandant Horris Belavante on a second floor with the first floor having two smaller quarters for Umi Bijinn and Watch Commander Eulis. Aside from the quarters, this cabin also has a sitting room which is both a haven for the Troupe&#039;s upper command ass well as a meeting place when a meeting is truly necessary outside of the Commissions Tent. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Provisioner&#039;&#039;&#039;&lt;br /&gt;
The company&#039;s provisions officer as he prefers to be called, is a strange fellow named Rathaen. Strange in so much that he is shaped like a dwarf made completely of brass. His eyes are two precious gemstones and he seems to possess strength enough to pound out metal in his smithe by hand. He is often dodging the curiosities of the local wizard, Shalahazz who has offered to pay him to be studied. Rathaen insists, however, that he has no need of earthly treasures though he is quite fond of masterful works of weapons and art, especially stone and metal carved art which he will gladly pay a lot for. Though Rathaen seems to be a construct of some sort, he has a personality and appears to be free willed, even stubborn in some regards. He is forthright and open to the fact that he has no memory or knowledge of where he has come from or what, exactly, he is. &lt;br /&gt;
The prices that Rathaen charge are very fair, only slightly above the standard prices in towns and cities due to the short resources and supply and demand, especially for arrows and bolts and any &amp;quot;profits&amp;quot; he makes that he doesn&#039;t use to buy artwork from travelers he gives to the Camp, itself to help it grow. &lt;br /&gt;
&lt;br /&gt;
==Places Of Interest==&lt;br /&gt;
The New Land is an unexplored, vast continent full of places both beautiful and dangerous, some even terrifying. &lt;br /&gt;
The Troupe of NewDawn have scarcely touched the surface of the land and mapped out even less of it. But a little knowledge can be better than no knowledge at all. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Peaceful Isles&#039;&#039;&#039;&lt;br /&gt;
This place is said to live up to its name and offers some food, good fishing, and resources, though these resources are limited and in order to avoid stripping the isles, the Troupe would like to find other resources in the New Land, itself. &lt;br /&gt;
This is a place where both the Troupe of NewDawn and the crew of the Silt Maiden go to relax and enjoy themselves when time allows. &lt;br /&gt;
The foliage here is green and tropical and the fish colorful and bright. The Newberries grow plentiful here, which the cooks in Camp NewDawn enjoy using for pies, drnks, and other refreshing fixings. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Island of the Witch&#039;&#039;&#039;&lt;br /&gt;
This island in contrast to the peaceful isles is a place covered in mists and mystery. The only group sent here to look around came back murderous and mindless save for a message that had been left with one man who had been controlled by something telling the Troupe to leave it alone. When the man recovered, all he could say is that &amp;quot;She&amp;quot; needed to be left alone and none have gone back to the island since. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Great Swamp&#039;&#039;&#039;&lt;br /&gt;
This great expanse of marshland is inhabited by lizardfolk and bullywugs according to the Troupe and, perhaps, a great winged beast as well that may or may not be a dragon. Some of the Troupe have been captured and eaten by the lizardfolk, making it unlikely that friendly negotiations can be made with these particular creatures. &lt;br /&gt;
Oddly enough, the Oborik attacked from this general direction and, apparently, made it through the swamps unscathed somehow. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Lush Green&#039;&#039;&#039;&lt;br /&gt;
This section of tropical woodlands is said to be ruled over by creatures known as ghost monkeys. Creatures that can control nature, steal items very stealthily, and possibly even fly. It has been proposed most recently that these creature may be upset nature spirits as they seem to attack when the trees or fruits of this area are threatened.&lt;br /&gt;
&lt;br /&gt;
The Lush Green, as the Explorers found out, was protected by a tropical treant and a host of phanatons who take the protection of this tropical forest paradise very seriously. Come to find out, another host of creatures has also started to crawl from the dark earth, spider-like beings known as the Colony of Strands.&lt;br /&gt;
&lt;br /&gt;
Sunfrond, the treant warden of the Lush Green and friend to the phanatons asked that the Explorers investigate the Colony of Strands and find out what danger they pose to life in the Lush Green. &lt;br /&gt;
&lt;br /&gt;
The Explorers met the Aranea as the Colony of strands call themselves. Rathaxx, an older Aranea in the guide of a man from the East and Kaliel, a more brash and younger Aranea that takes on the guise of a dark elf. The meeting was tenuous and there were a few times it almost came to a battle, especially with the younger Aranea insisting on possibly eating a tresspassing phanaton and practicing necromancy but cooler heads prevailed and no one lost their life that day, even the little would be brave phanaton.&lt;br /&gt;
&lt;br /&gt;
Some brokerage of peace, while it lasts, was struck and news was taken back to Sunfrond who delivered an area of safe wood gathering as was promised. Though Sunfrond is dubious at best about an aliance with the spider folk he agrees to leave their ruins alone for the time being and to urge the phanatons to do the same.&lt;/div&gt;</summary>
		<author><name>Nyarlthotep</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=The_Land_of_Spoils_and_Promised_Danger&amp;diff=376986</id>
		<title>The Land of Spoils and Promised Danger</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=The_Land_of_Spoils_and_Promised_Danger&amp;diff=376986"/>
		<updated>2020-01-30T00:59:10Z</updated>

		<summary type="html">&lt;p&gt;Nyarlthotep: /* Places Of Interest */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=The Background=&lt;br /&gt;
It is the largest unexplored continent in the World (for the World is what the everyday folk call this orb on which life teems while the learned scholars name the place Taermus).&lt;br /&gt;
This great new land is ripe for colonization by the King and Queen of Kingsland but the great minerals and other secrets hidden in the deep woods, mountains, and perhaps even in the swamps or icy glaciers are coveted by not only the throne but others who would seek out this land to plunder its spoils or to set up their own seat of power. &lt;br /&gt;
For those willing to help explore and protect the colonists of this new land, there is good work and spoils to be had for them as well. &lt;br /&gt;
Indeed, this is where we find the Troupe of the Newdawn, named for the new opportunities that await those brave explorers.&lt;br /&gt;
The Troupe has set up a consignment for able bodies explorers who would face the unknowns in this new land. &lt;br /&gt;
&lt;br /&gt;
Camp Newdawn is a modest establishment, having a makeshift &amp;quot;mess tent&amp;quot; that passes for a tavern and place to grab a small meal, the cabins where those of the Troupe and other visitors can get some rest, the Temple which is mostly devoted to Pelor but also holds a host of minor shrines as well, as well as the Officer&#039;s Tent for those of the Troupe who are considered its leaders, and a few storage tents for supplies and equipment. &lt;br /&gt;
&lt;br /&gt;
==The New Land Map==&lt;br /&gt;
As it Stands now:&lt;br /&gt;
&lt;br /&gt;
[https://imgur.com/hncwbLl]&lt;br /&gt;
&lt;br /&gt;
==Links==&lt;br /&gt;
* &#039;&#039;&#039;[https://forum.rpg.net/index.php?threads/the-land-of-spoils-and-promised-danger.856279/ In Character]&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;[https://forum.rpg.net/index.php?threads/the-land-of-spoils-and-promised-danger.856281/ Out Of Character]&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;[https://forum.rpg.net/index.php?threads/closed-recruitment-d-d-5e-the-land-of-spoils-and-promised-danger.856099/ Recruitment]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==The Explorers==&lt;br /&gt;
These are the brave (or desperate, or insane, or...nevermind) these are the explorers of the New Land. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Total XP Thus Far&#039;&#039;&#039;: 635&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dancer Under the Crescent Moon (Dancer to Her Allies)&#039;&#039;&#039;&lt;br /&gt;
Dancer is a Tabaxi Hexblade from the &amp;quot;Golden Deserts&amp;quot; of Kabarr in the East who wanders and looks for her next hunt, she especially has a distaste for raiders. &lt;br /&gt;
Played by: Talisman&lt;br /&gt;
[https://docs.google.com/document/d/16-GBUQ2ah_03RkX5eHMfOA6WK9xOQtMu-A4O6q50CNg/edit]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dr. Alfans Lunarre&#039;&#039;&#039;&lt;br /&gt;
The Longtooth Shifter Bloodhunter, Alfans is fresh from gaining his doctorate and ready to see the world outside of the tomes (and also a hunter of dark things).&lt;br /&gt;
Played by: Woolishly Grim&lt;br /&gt;
[https://www.dndbeyond.com/characters/20136023]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Meiovar[https://www.dndbeyond.com/profile/SturmRaven/characters/20097409]&#039;&#039;&#039;&lt;br /&gt;
This Half-Elf Sorceress is a mystery to her peers even in the collegiate realms where she studied. She roams the lands of the World looking for what might be over the next ridge and, especially, what ancient knowledge might be uncovered along the way. &lt;br /&gt;
Played by: Stormraven&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Iman&#039;&#039;&#039;&lt;br /&gt;
Iman is a Human druid who began an unremarkable life only to be sought out by her teacher and, she soon found, the World itself. She wanders the ways and wilds offering wisdom to those who seem in need of it.&lt;br /&gt;
Played by: Silvercat Moonpaw [https://wiki.rpg.net/index.php/Iman]&lt;br /&gt;
&amp;lt;!-- Iman&lt;br /&gt;
Age: 55&lt;br /&gt;
Hair: Black&lt;br /&gt;
Eyes: Brown&lt;br /&gt;
Female Human [Variant] Druid 3 (Circle of the Land [Desert])&lt;br /&gt;
Str 13 (+1), Dex 8 (-1), Con 13 (+1), Int 14 (+2), Wis 16 (+3), Cha 10 (+0)&lt;br /&gt;
Proficiency: +2&lt;br /&gt;
Armor Class: 12&lt;br /&gt;
Hit Points: 21&lt;br /&gt;
Armor: Light armor, medium armor, shields (druids will not wear armor or use shields made of metal)&lt;br /&gt;
Weapons: Clubs, daggers, darts, javelins, maces, quarterstaffs, scimitars, sickles, slings, spears&lt;br /&gt;
Tools: Herbalism kit, Cook&#039;s utensils&lt;br /&gt;
Saving Throws: Intelligence +4, Wisdom +5&lt;br /&gt;
Skills: Animal Handling +5, Insight +5, Medicine +5, Perception +5, Survival +7 (Expertise), Nature +4&lt;br /&gt;
Languages: Common, Primordial, Sylvan, Druidic&lt;br /&gt;
Feats: Prodigy (XGE)&lt;br /&gt;
Features: Druidic, Spellcasting, Wild Shape, Druid Circle (Circle of the Land [Bonus Cantrip, Natural Recovery, Circle Spells])&lt;br /&gt;
Spellcasting: Cntr: 2+1; 1st: 4; 2nd: 2; 8 minutes prep; Save DC: 13; Spell attack: +5&lt;br /&gt;
Circle Spells: blur (2nd), silence (2nd)&lt;br /&gt;
Wild Shape: Max CR: 1/4; no flying or swimming; 1 hour; 2/rest&lt;br /&gt;
Equipment: club, wooden shield, leather armor, an explorer’s pack, a druidic focus&lt;br /&gt;
Combat: +3 attack (melee); +1 attack (ranged); club 1d4+1 B&lt;br /&gt;
&lt;br /&gt;
Here&#039;s the write-up after some looking around the Internet. I really don&#039;t have much of a background in mind:&lt;br /&gt;
Not really managing to make anything of herself it was only when a senior druid walked out of the badlands and said he&#039;d been sent to find her that her life started going anywhere. Once done with training she just sort of took to wandering. In some ways she&#039;s a fantasy Taoist.Iman&lt;br /&gt;
Age: 55&lt;br /&gt;
Hair: Black&lt;br /&gt;
Eyes: Brown&lt;br /&gt;
Female Human [Variant] Druid 3 (Circle of the Land [Desert])&lt;br /&gt;
Str 13 (+1), Dex 8 (-1), Con 13 (+1), Int 14 (+2), Wis 16 (+3), Cha 10 (+0)&lt;br /&gt;
Proficiency: +2&lt;br /&gt;
Armor Class: 12&lt;br /&gt;
Hit Points: 21&lt;br /&gt;
Armor: Light armor, medium armor, shields (druids will not wear armor or use shields made of metal)&lt;br /&gt;
Weapons: Clubs, daggers, darts, javelins, maces, quarterstaffs, scimitars, sickles, slings, spears&lt;br /&gt;
Tools: Herbalism kit, Cook&#039;s utensils&lt;br /&gt;
Saving Throws: Intelligence +4, Wisdom +5&lt;br /&gt;
Skills: Animal Handling +5, Insight +5, Medicine +5, Perception +5, Survival +7 (Expertise), Nature +4&lt;br /&gt;
Languages: Common, Primordial, Sylvan, Druidic&lt;br /&gt;
Feats: Prodigy (XGE)&lt;br /&gt;
Features: Druidic, Spellcasting, Wild Shape, Druid Circle (Circle of the Land [Bonus Cantrip, Natural Recovery, Circle Spells])&lt;br /&gt;
Spellcasting: Cntr: 2+1; 1st: 4; 2nd: 2; 8 minutes prep; Save DC: 13; Spell attack: +5&lt;br /&gt;
Circle Spells: blur (2nd), silence (2nd)&lt;br /&gt;
Wild Shape: Max CR: 1/4; no flying or swimming; 1 hour; 2/rest&lt;br /&gt;
Equipment: club, wooden shield, leather armor, an explorer’s pack, a druidic focus&lt;br /&gt;
Combat: +3 attack (melee); +1 attack (ranged); club 1d4+1 B&lt;br /&gt;
&lt;br /&gt;
Here&#039;s the write-up after some looking around the Internet. I really don&#039;t have much of a background in mind:&lt;br /&gt;
Not really managing to make anything of herself it was only when a senior druid walked out of the badlands and said he&#039;d been sent to find her that her life started going anywhere. Once done with training she just sort of took to wandering. In some ways she&#039;s a fantasy Taoist. --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Thol Wolf-Brother, Son of Hrin&#039;&#039;&#039;&lt;br /&gt;
A wandering Human barbarian far from his home and clan in the Great North, Thol has great respect for his axes and his drink. His allies are happy to have him pointed at their enemies.&lt;br /&gt;
Played by: Archer &lt;br /&gt;
[https://www.dndbeyond.com/characters/20097730/Ef0tPN]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Zass&#039;&#039;&#039;&lt;br /&gt;
Zass is a Yuan Ti Pureblood, or perhaps it should be said she was until being cursed by the Fey and bound to them. Now her emotions have been unleashed as she uses stealth and magic as a Thief/Warlock to make her way through the world, lost to her own people. &lt;br /&gt;
Played by: Stattick [https://wiki.rpg.net/index.php/Zass Zass]&lt;br /&gt;
&lt;br /&gt;
==The Troupe of Newdawn==&lt;br /&gt;
The Troupe of Newdawn are a group of people who represent the influential and wealthy of Kingsland as well as the group of colonists hoping to call the New Land home one day. &lt;br /&gt;
This small group is in charge of the exploration and clearing of (when necessary) the unexplored territories of the New Land. &lt;br /&gt;
The group consists of ex soldiers from the King and Queen&#039;s army, mercenaries, and others in the opportune position to strike out for an unexplored part of the world and those who can &amp;quot;get the job done&amp;quot;. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Commandant Horris Belevante&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This stalwart human is typically seen in his retired uniform from the King&#039;s Guard. His long gray hair shows his years where his strong and confident physique does not.&lt;br /&gt;
The Commandant oversees the entire operation of the Troupe, from everyday affairs such as ration shortages or, if the Troupe is lucky, overages, and any petty squabbles the Troupe (or its visitors) may have to larger threats such as raids by monsters or &amp;quot;competition&amp;quot; showing up. &lt;br /&gt;
Though Exploration and the purging of dangerous and vile creatures is a primary concern of the Commandant, his main concern is the safety of the Troupe (without the Troupe the operation is lost, after all) and with the help of his second, Bijinn Umi, and the &amp;quot;Good Captain Bashaar Firescale&amp;quot; is ready to evacuate the Troupe to the Captains ship, the Silt Maiden, at a moment&#039;s notice. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bijinn Umi&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Bijinn Umi is a mysterious woman, presumably human though very pale, from the Mysterious East, calling her home on the rare times she talks about her home, as the Bay of Jade. &lt;br /&gt;
Bijinn Umi does not talk a lot and seems very shy on matters that pertain to her, directly, and is very vocal on giving orders as the &amp;quot;second&amp;quot; to the Commandant. &lt;br /&gt;
She is skilled in tactics and combat both, carrying twin blades with a bluish metal tint and inspiring confidence in all of her allies. Though an enigma from an even more enigmatic land, she has won the trust and respect of her peers and is treated as one of the Troupe just as much as any who might be more &amp;quot;local&amp;quot;. &lt;br /&gt;
Bijinn Umi is responsible for a lot of the items that the Commandant just can&#039;t juggle and is, in particular, responsible for the security of Camp Newdawn. It is whispered around camp that Bijinn Umi often makes weather predictions with amazing and unnerving accuracy, impressing even the resident magical expert of the Troupe, Shalahazz.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Kalen&#039;&#039;&#039; &lt;br /&gt;
Kalen is a simple and average-appearing man until he talks, at which point he demands the attention of those aorund him with his deep voice which fits his representation and devotion to Pelor whose sun-symbol is worn about the man&#039;s neck boldly and proudly. &lt;br /&gt;
The priest of the Troupe and keeper of the Temple, a simple cabin with a major shrine to Pelor and minor shrines to &amp;quot;lesser&amp;quot; deities, Kalen serves as the Troupe&#039;s healer, spiritual guide, and simple confidant when necessary. Kalen is also seen pitching in wherever necessary (and whenever the opportunity to teach others about the Father of the Light. &lt;br /&gt;
Next to Bijinn Umi, Kalen is likey the most trusted person in the Troupe not only to the Commandant but to the Troupe as a whole. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Verna Brushbrittle&#039;&#039;&#039;&lt;br /&gt;
Verna is a halfling but no one sees her as that diminutive race, what they see in Verna is that she is a master chef that could cook for the King and Queen&#039;s table in the Great Halls themselves. &lt;br /&gt;
Verna&#039;s best talent is taking what little rations and hunted game there is in Camp Newdawn and creating something amazing from it. Her meals are the stuff of legends the way the folk of the Troupe talk and the &amp;quot;Mess Tent&amp;quot; is virtually packed and as wonderful smelling as any tavern or inn when good food and drink are about. &lt;br /&gt;
The Troupe are especially fond of the Newberry Wine, a special concoction that Verna has discovered and created from the local &amp;quot;Newberries&amp;quot; discovered in the New Land. As intoxicating as wine and as sweet as Sweet Water served in any Tavern or Inn. &lt;br /&gt;
Verna cannot be underestimated as being more than capable of taking care of herself, either. Many a man much larger than she has come to fear her switch for getting into her stores or trying to help themselves to her stew pot. &lt;br /&gt;
Her second is a young halforc boy named Timid which fits him well as he is very shy and afraid that his heritage will earn him ill will. But Verna demands respect of her cooking pupil and the Troupe give it, even calling Timid Verna&#039;s son. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Shalahazz&#039;&#039;&#039;&lt;br /&gt;
An elf whose powers are unmatched in the variety of spellcasters in the Troupe, Shalahazz&#039;s source of magic is also a deep mystery and most, even fellow spellcasters, can&#039;t pin him down as a Wizard, a Sorcerer, or a Warlock of some sort. &lt;br /&gt;
This elf looks noble born with the most sharp and perfect features of his race, but his ageless features common to his people is marred by the streak of silver in his hair which starts at the brow and continues around to his long locks. He doesn&#039;t talk about this, pointing out that the color of his hair has little to do with academia or important magical matters of the Troupe. &lt;br /&gt;
He has proven himself continuously and is known for his magical battle prowess as one of the first in the company to fight off a monster attack when the Troupe established camp, but his serious and mysterious air is often offputting to the others of the Troupe. &lt;br /&gt;
Shalahazz is often busy studying in his tent which is fairly good sized as it also serves as the magical market of the Camp though the selling and buying duties are left decidedly to Thellen Stareye the young human man under his tutelage and also the shopkeep of &amp;quot;Shalahazz&#039;s Wonders&amp;quot; as the tent has come to be called. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Troupe Watch&#039;&#039;&#039;&lt;br /&gt;
The Watch are warriors and wizards who serve to guard Camp Newdawn as well as working as gatherers of food, wood, flora, and other resources necessary to keep the Troupe sustained. Though the Watch are behooven to both Bijinn Umi and Commandant Belevante, the Watch&#039;s leader of sorts is Watch Commander Eulis (known not to her face as Eulis the Red after her former pirate name).  &lt;br /&gt;
The Watch is composed of all sorts of folks from all sorts of backgrounds who have come to be a kind of family, respecting one another despite some of their differences both culturally and ethically.  &lt;br /&gt;
All members of the Watch have proven themselves capable and, more importantly, loyal. It doesn&#039;t hurt that Eulis has made it clear that those who work against the Troupe&#039;s purpose or prove unworthy of the Troupe&#039;s trust will be exiled from the camp into the unknown of the New Land never to return on promise of death. &lt;br /&gt;
To date, this threat has only been carried out once but no one talks about the details, telling any who inquire to take it up with Eulis, herself, if they dare. &lt;br /&gt;
Thanks to the Watch and their competence as warriors and spellcasters both, the Campo has been left mostly peaceful since the first monster attack was turned away. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Oborik&#039;&#039;&#039;&lt;br /&gt;
This is a word that immediately raises alarms in the Camp as anyone coming to work for or visit the Troupe is hastenly told. &lt;br /&gt;
The Oborik are a group of monsters local to the New Land who could be called goblins or ogres or orks, save for the fact that they have a unique appearance and vary in size between all three of the before mentioned.&lt;br /&gt;
They are called Oborik because that is the only words they utter (and the Troupe isn&#039;t sure that they got the word right with the monsters&#039; thick gutterish accents). &lt;br /&gt;
The creatures are described as very pale creatures with golden wolf-like eyes and black claw-like nails. They have blood red fur which acts as hair but courses down the back of their necks and backs resembling something closer to fur. &lt;br /&gt;
They are sneaky and competent fighters but have not been seen again since the first raid, other than in small bands that have been wiped out or avoided.&lt;br /&gt;
&lt;br /&gt;
==Camp NewDawn==&lt;br /&gt;
Camp NewDawn is often just called the Camp by the Troupe. The place is in its humble beginnings but yearns to become a port town one day.&lt;br /&gt;
&#039;&#039;&#039;The Commissions Tent&#039;&#039;&#039;&lt;br /&gt;
This is where groups meet to discuss affairs and to determine what the various groups of the Troupe of NewDawn will be doing from day to day. &lt;br /&gt;
The entire Troupe is lined up here in the morning directly after breakfast to receive their daily work orders. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Explorers Quarters&#039;&#039;&#039;&lt;br /&gt;
This is where the Explorers, the newcomers to the New Land lay their head, clean up, and stow their items they don&#039;t care to carry about with them. &lt;br /&gt;
The place is centered by a round-ish table with the map of the New Land on it as well as a few ink wells and quills to make adjustments to the map and make plans for what to explore next. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Mess Tent&#039;&#039;&#039;&lt;br /&gt;
Also just called the Mess, this is where the halfling cook and her half-orc helper prepare meals. And they do a very good job of it as well. The tent is never empty during meal times, especially when the Camp is alive with the aroma of fresh baked bread from Verna&#039;s small oven that it is said was a gift from a gnomish merchant. Verna&#039;s half-orc helper also guards the stores, the tent directly behind the Mess where the Camp&#039;s food is kept and carefully rationed out by Verna, herself. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pelor&#039;s Light&#039;&#039;&#039;&lt;br /&gt;
Also called the Temple Tent, this is where the Troupe go to worship, to commune with Kalen, also called Father by many and Kalen of Pelor&#039;s Grace by those who really want to try to earn his favor or respect. Though Kalen is not the only one in the Camp capable of healing, he is the only one capable of bestowing Blessings and will do so sparingly to those he finds truly worthy or in need. He is serious in his devotion and piety but he is also the friendliest face one is likely to encounter in the Camp.&lt;br /&gt;
The temple tent, itself, is centered by the shrine of Pelor and the large, carved stone sun that is the center of Pelor&#039;s Shrine. But, surrounding the place in a circle are shrines ot other minor deities of travel, nature, and good fortune.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Command&#039;&#039;&#039;&lt;br /&gt;
This is the only actual cabin in the Camp. It is the quarters of the Commandant Horris Belavante on a second floor with the first floor having two smaller quarters for Umi Bijinn and Watch Commander Eulis. Aside from the quarters, this cabin also has a sitting room which is both a haven for the Troupe&#039;s upper command ass well as a meeting place when a meeting is truly necessary outside of the Commissions Tent. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Provisioner&#039;&#039;&#039;&lt;br /&gt;
The company&#039;s provisions officer as he prefers to be called, is a strange fellow named Rathaen. Strange in so much that he is shaped like a dwarf made completely of brass. His eyes are two precious gemstones and he seems to possess strength enough to pound out metal in his smithe by hand. He is often dodging the curiosities of the local wizard, Shalahazz who has offered to pay him to be studied. Rathaen insists, however, that he has no need of earthly treasures though he is quite fond of masterful works of weapons and art, especially stone and metal carved art which he will gladly pay a lot for. Though Rathaen seems to be a construct of some sort, he has a personality and appears to be free willed, even stubborn in some regards. He is forthright and open to the fact that he has no memory or knowledge of where he has come from or what, exactly, he is. &lt;br /&gt;
The prices that Rathaen charge are very fair, only slightly above the standard prices in towns and cities due to the short resources and supply and demand, especially for arrows and bolts and any &amp;quot;profits&amp;quot; he makes that he doesn&#039;t use to buy artwork from travelers he gives to the Camp, itself to help it grow. &lt;br /&gt;
&lt;br /&gt;
==Places Of Interest==&lt;br /&gt;
The New Land is an unexplored, vast continent full of places both beautiful and dangerous, some even terrifying. &lt;br /&gt;
The Troupe of NewDawn have scarcely touched the surface of the land and mapped out even less of it. But a little knowledge can be better than no knowledge at all. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Peaceful Isles&#039;&#039;&#039;&lt;br /&gt;
This place is said to live up to its name and offers some food, good fishing, and resources, though these resources are limited and in order to avoid stripping the isles, the Troupe would like to find other resources in the New Land, itself. &lt;br /&gt;
This is a place where both the Troupe of NewDawn and the crew of the Silt Maiden go to relax and enjoy themselves when time allows. &lt;br /&gt;
The foliage here is green and tropical and the fish colorful and bright. The Newberries grow plentiful here, which the cooks in Camp NewDawn enjoy using for pies, drnks, and other refreshing fixings. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Island of the Witch&#039;&#039;&#039;&lt;br /&gt;
This island in contrast to the peaceful isles is a place covered in mists and mystery. The only group sent here to look around came back murderous and mindless save for a message that had been left with one man who had been controlled by something telling the Troupe to leave it alone. When the man recovered, all he could say is that &amp;quot;She&amp;quot; needed to be left alone and none have gone back to the island since. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Great Swamp&#039;&#039;&#039;&lt;br /&gt;
This great expanse of marshland is inhabited by lizardfolk and bullywugs according to the Troupe and, perhaps, a great winged beast as well that may or may not be a dragon. Some of the Troupe have been captured and eaten by the lizardfolk, making it unlikely that friendly negotiations can be made with these particular creatures. &lt;br /&gt;
Oddly enough, the Oborik attacked from this general direction and, apparently, made it through the swamps unscathed somehow. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Lush Green&#039;&#039;&#039;&lt;br /&gt;
This section of tropical woodlands is said to be ruled over by creatures known as ghost monkeys. Creatures that can control nature, steal items very stealthily, and possibly even fly. It has been proposed most recently that these creature may be upset nature spirits as they seem to attack when the trees or fruits of this area are threatened.&lt;br /&gt;
&lt;br /&gt;
The Lush Green, as the Explorers found out, was protected by a tropical treant and a host of phanatons who take the protection of this tropical forest paradise very seriously. Come to find out, another host of creatures has also started to crawl from the dark earth, spider-like beings known as the Colony of Strands.&lt;br /&gt;
&lt;br /&gt;
Sunfrond, the treant warden of the Lush Green and friend to the phanatons asked that the Explorers investigate the Colony of Strands and find out what danger they pose to life in the Lush Green. &lt;br /&gt;
&lt;br /&gt;
The Explorers met the Aranea as the Colony of strands call themselves. Rathaxx, an older Aranea in the guide of a man from the East and Kaliel, a more brash and younger Aranea that takes on the guise of a dark elf. The meeting was tenuous and there were a few times it almost came to a battle, especially with the younger Aranea insisting on possibly eating a tresspassing phanaton and practicing necromancy but cooler heads prevailed and no one lost their life that day, even the little would be brave phanaton.&lt;br /&gt;
&lt;br /&gt;
Some brokerage of peace, while it lasts, was struck and news was taken back to Sunfrond who delivered an area of safe wood gathering as was promised. Though Sunfrond is dubious at best about an aliance with the spider folk he agrees to leave their ruins alone for the time being and to urge the phanatons to do the same.&lt;/div&gt;</summary>
		<author><name>Nyarlthotep</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=The_Land_of_Spoils_and_Promised_Danger&amp;diff=376984</id>
		<title>The Land of Spoils and Promised Danger</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=The_Land_of_Spoils_and_Promised_Danger&amp;diff=376984"/>
		<updated>2020-01-30T00:50:23Z</updated>

		<summary type="html">&lt;p&gt;Nyarlthotep: /* The Explorers */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=The Background=&lt;br /&gt;
It is the largest unexplored continent in the World (for the World is what the everyday folk call this orb on which life teems while the learned scholars name the place Taermus).&lt;br /&gt;
This great new land is ripe for colonization by the King and Queen of Kingsland but the great minerals and other secrets hidden in the deep woods, mountains, and perhaps even in the swamps or icy glaciers are coveted by not only the throne but others who would seek out this land to plunder its spoils or to set up their own seat of power. &lt;br /&gt;
For those willing to help explore and protect the colonists of this new land, there is good work and spoils to be had for them as well. &lt;br /&gt;
Indeed, this is where we find the Troupe of the Newdawn, named for the new opportunities that await those brave explorers.&lt;br /&gt;
The Troupe has set up a consignment for able bodies explorers who would face the unknowns in this new land. &lt;br /&gt;
&lt;br /&gt;
Camp Newdawn is a modest establishment, having a makeshift &amp;quot;mess tent&amp;quot; that passes for a tavern and place to grab a small meal, the cabins where those of the Troupe and other visitors can get some rest, the Temple which is mostly devoted to Pelor but also holds a host of minor shrines as well, as well as the Officer&#039;s Tent for those of the Troupe who are considered its leaders, and a few storage tents for supplies and equipment. &lt;br /&gt;
&lt;br /&gt;
==The New Land Map==&lt;br /&gt;
As it Stands now:&lt;br /&gt;
&lt;br /&gt;
[https://imgur.com/hncwbLl]&lt;br /&gt;
&lt;br /&gt;
==Links==&lt;br /&gt;
* &#039;&#039;&#039;[https://forum.rpg.net/index.php?threads/the-land-of-spoils-and-promised-danger.856279/ In Character]&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;[https://forum.rpg.net/index.php?threads/the-land-of-spoils-and-promised-danger.856281/ Out Of Character]&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;[https://forum.rpg.net/index.php?threads/closed-recruitment-d-d-5e-the-land-of-spoils-and-promised-danger.856099/ Recruitment]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==The Explorers==&lt;br /&gt;
These are the brave (or desperate, or insane, or...nevermind) these are the explorers of the New Land. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Total XP Thus Far&#039;&#039;&#039;: 635&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dancer Under the Crescent Moon (Dancer to Her Allies)&#039;&#039;&#039;&lt;br /&gt;
Dancer is a Tabaxi Hexblade from the &amp;quot;Golden Deserts&amp;quot; of Kabarr in the East who wanders and looks for her next hunt, she especially has a distaste for raiders. &lt;br /&gt;
Played by: Talisman&lt;br /&gt;
[https://docs.google.com/document/d/16-GBUQ2ah_03RkX5eHMfOA6WK9xOQtMu-A4O6q50CNg/edit]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dr. Alfans Lunarre&#039;&#039;&#039;&lt;br /&gt;
The Longtooth Shifter Bloodhunter, Alfans is fresh from gaining his doctorate and ready to see the world outside of the tomes (and also a hunter of dark things).&lt;br /&gt;
Played by: Woolishly Grim&lt;br /&gt;
[https://www.dndbeyond.com/characters/20136023]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Meiovar[https://www.dndbeyond.com/profile/SturmRaven/characters/20097409]&#039;&#039;&#039;&lt;br /&gt;
This Half-Elf Sorceress is a mystery to her peers even in the collegiate realms where she studied. She roams the lands of the World looking for what might be over the next ridge and, especially, what ancient knowledge might be uncovered along the way. &lt;br /&gt;
Played by: Stormraven&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Iman&#039;&#039;&#039;&lt;br /&gt;
Iman is a Human druid who began an unremarkable life only to be sought out by her teacher and, she soon found, the World itself. She wanders the ways and wilds offering wisdom to those who seem in need of it.&lt;br /&gt;
Played by: Silvercat Moonpaw [https://wiki.rpg.net/index.php/Iman]&lt;br /&gt;
&amp;lt;!-- Iman&lt;br /&gt;
Age: 55&lt;br /&gt;
Hair: Black&lt;br /&gt;
Eyes: Brown&lt;br /&gt;
Female Human [Variant] Druid 3 (Circle of the Land [Desert])&lt;br /&gt;
Str 13 (+1), Dex 8 (-1), Con 13 (+1), Int 14 (+2), Wis 16 (+3), Cha 10 (+0)&lt;br /&gt;
Proficiency: +2&lt;br /&gt;
Armor Class: 12&lt;br /&gt;
Hit Points: 21&lt;br /&gt;
Armor: Light armor, medium armor, shields (druids will not wear armor or use shields made of metal)&lt;br /&gt;
Weapons: Clubs, daggers, darts, javelins, maces, quarterstaffs, scimitars, sickles, slings, spears&lt;br /&gt;
Tools: Herbalism kit, Cook&#039;s utensils&lt;br /&gt;
Saving Throws: Intelligence +4, Wisdom +5&lt;br /&gt;
Skills: Animal Handling +5, Insight +5, Medicine +5, Perception +5, Survival +7 (Expertise), Nature +4&lt;br /&gt;
Languages: Common, Primordial, Sylvan, Druidic&lt;br /&gt;
Feats: Prodigy (XGE)&lt;br /&gt;
Features: Druidic, Spellcasting, Wild Shape, Druid Circle (Circle of the Land [Bonus Cantrip, Natural Recovery, Circle Spells])&lt;br /&gt;
Spellcasting: Cntr: 2+1; 1st: 4; 2nd: 2; 8 minutes prep; Save DC: 13; Spell attack: +5&lt;br /&gt;
Circle Spells: blur (2nd), silence (2nd)&lt;br /&gt;
Wild Shape: Max CR: 1/4; no flying or swimming; 1 hour; 2/rest&lt;br /&gt;
Equipment: club, wooden shield, leather armor, an explorer’s pack, a druidic focus&lt;br /&gt;
Combat: +3 attack (melee); +1 attack (ranged); club 1d4+1 B&lt;br /&gt;
&lt;br /&gt;
Here&#039;s the write-up after some looking around the Internet. I really don&#039;t have much of a background in mind:&lt;br /&gt;
Not really managing to make anything of herself it was only when a senior druid walked out of the badlands and said he&#039;d been sent to find her that her life started going anywhere. Once done with training she just sort of took to wandering. In some ways she&#039;s a fantasy Taoist.Iman&lt;br /&gt;
Age: 55&lt;br /&gt;
Hair: Black&lt;br /&gt;
Eyes: Brown&lt;br /&gt;
Female Human [Variant] Druid 3 (Circle of the Land [Desert])&lt;br /&gt;
Str 13 (+1), Dex 8 (-1), Con 13 (+1), Int 14 (+2), Wis 16 (+3), Cha 10 (+0)&lt;br /&gt;
Proficiency: +2&lt;br /&gt;
Armor Class: 12&lt;br /&gt;
Hit Points: 21&lt;br /&gt;
Armor: Light armor, medium armor, shields (druids will not wear armor or use shields made of metal)&lt;br /&gt;
Weapons: Clubs, daggers, darts, javelins, maces, quarterstaffs, scimitars, sickles, slings, spears&lt;br /&gt;
Tools: Herbalism kit, Cook&#039;s utensils&lt;br /&gt;
Saving Throws: Intelligence +4, Wisdom +5&lt;br /&gt;
Skills: Animal Handling +5, Insight +5, Medicine +5, Perception +5, Survival +7 (Expertise), Nature +4&lt;br /&gt;
Languages: Common, Primordial, Sylvan, Druidic&lt;br /&gt;
Feats: Prodigy (XGE)&lt;br /&gt;
Features: Druidic, Spellcasting, Wild Shape, Druid Circle (Circle of the Land [Bonus Cantrip, Natural Recovery, Circle Spells])&lt;br /&gt;
Spellcasting: Cntr: 2+1; 1st: 4; 2nd: 2; 8 minutes prep; Save DC: 13; Spell attack: +5&lt;br /&gt;
Circle Spells: blur (2nd), silence (2nd)&lt;br /&gt;
Wild Shape: Max CR: 1/4; no flying or swimming; 1 hour; 2/rest&lt;br /&gt;
Equipment: club, wooden shield, leather armor, an explorer’s pack, a druidic focus&lt;br /&gt;
Combat: +3 attack (melee); +1 attack (ranged); club 1d4+1 B&lt;br /&gt;
&lt;br /&gt;
Here&#039;s the write-up after some looking around the Internet. I really don&#039;t have much of a background in mind:&lt;br /&gt;
Not really managing to make anything of herself it was only when a senior druid walked out of the badlands and said he&#039;d been sent to find her that her life started going anywhere. Once done with training she just sort of took to wandering. In some ways she&#039;s a fantasy Taoist. --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Thol Wolf-Brother, Son of Hrin&#039;&#039;&#039;&lt;br /&gt;
A wandering Human barbarian far from his home and clan in the Great North, Thol has great respect for his axes and his drink. His allies are happy to have him pointed at their enemies.&lt;br /&gt;
Played by: Archer &lt;br /&gt;
[https://www.dndbeyond.com/characters/20097730/Ef0tPN]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Zass&#039;&#039;&#039;&lt;br /&gt;
Zass is a Yuan Ti Pureblood, or perhaps it should be said she was until being cursed by the Fey and bound to them. Now her emotions have been unleashed as she uses stealth and magic as a Thief/Warlock to make her way through the world, lost to her own people. &lt;br /&gt;
Played by: Stattick [https://wiki.rpg.net/index.php/Zass Zass]&lt;br /&gt;
&lt;br /&gt;
==The Troupe of Newdawn==&lt;br /&gt;
The Troupe of Newdawn are a group of people who represent the influential and wealthy of Kingsland as well as the group of colonists hoping to call the New Land home one day. &lt;br /&gt;
This small group is in charge of the exploration and clearing of (when necessary) the unexplored territories of the New Land. &lt;br /&gt;
The group consists of ex soldiers from the King and Queen&#039;s army, mercenaries, and others in the opportune position to strike out for an unexplored part of the world and those who can &amp;quot;get the job done&amp;quot;. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Commandant Horris Belevante&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This stalwart human is typically seen in his retired uniform from the King&#039;s Guard. His long gray hair shows his years where his strong and confident physique does not.&lt;br /&gt;
The Commandant oversees the entire operation of the Troupe, from everyday affairs such as ration shortages or, if the Troupe is lucky, overages, and any petty squabbles the Troupe (or its visitors) may have to larger threats such as raids by monsters or &amp;quot;competition&amp;quot; showing up. &lt;br /&gt;
Though Exploration and the purging of dangerous and vile creatures is a primary concern of the Commandant, his main concern is the safety of the Troupe (without the Troupe the operation is lost, after all) and with the help of his second, Bijinn Umi, and the &amp;quot;Good Captain Bashaar Firescale&amp;quot; is ready to evacuate the Troupe to the Captains ship, the Silt Maiden, at a moment&#039;s notice. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bijinn Umi&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Bijinn Umi is a mysterious woman, presumably human though very pale, from the Mysterious East, calling her home on the rare times she talks about her home, as the Bay of Jade. &lt;br /&gt;
Bijinn Umi does not talk a lot and seems very shy on matters that pertain to her, directly, and is very vocal on giving orders as the &amp;quot;second&amp;quot; to the Commandant. &lt;br /&gt;
She is skilled in tactics and combat both, carrying twin blades with a bluish metal tint and inspiring confidence in all of her allies. Though an enigma from an even more enigmatic land, she has won the trust and respect of her peers and is treated as one of the Troupe just as much as any who might be more &amp;quot;local&amp;quot;. &lt;br /&gt;
Bijinn Umi is responsible for a lot of the items that the Commandant just can&#039;t juggle and is, in particular, responsible for the security of Camp Newdawn. It is whispered around camp that Bijinn Umi often makes weather predictions with amazing and unnerving accuracy, impressing even the resident magical expert of the Troupe, Shalahazz.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Kalen&#039;&#039;&#039; &lt;br /&gt;
Kalen is a simple and average-appearing man until he talks, at which point he demands the attention of those aorund him with his deep voice which fits his representation and devotion to Pelor whose sun-symbol is worn about the man&#039;s neck boldly and proudly. &lt;br /&gt;
The priest of the Troupe and keeper of the Temple, a simple cabin with a major shrine to Pelor and minor shrines to &amp;quot;lesser&amp;quot; deities, Kalen serves as the Troupe&#039;s healer, spiritual guide, and simple confidant when necessary. Kalen is also seen pitching in wherever necessary (and whenever the opportunity to teach others about the Father of the Light. &lt;br /&gt;
Next to Bijinn Umi, Kalen is likey the most trusted person in the Troupe not only to the Commandant but to the Troupe as a whole. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Verna Brushbrittle&#039;&#039;&#039;&lt;br /&gt;
Verna is a halfling but no one sees her as that diminutive race, what they see in Verna is that she is a master chef that could cook for the King and Queen&#039;s table in the Great Halls themselves. &lt;br /&gt;
Verna&#039;s best talent is taking what little rations and hunted game there is in Camp Newdawn and creating something amazing from it. Her meals are the stuff of legends the way the folk of the Troupe talk and the &amp;quot;Mess Tent&amp;quot; is virtually packed and as wonderful smelling as any tavern or inn when good food and drink are about. &lt;br /&gt;
The Troupe are especially fond of the Newberry Wine, a special concoction that Verna has discovered and created from the local &amp;quot;Newberries&amp;quot; discovered in the New Land. As intoxicating as wine and as sweet as Sweet Water served in any Tavern or Inn. &lt;br /&gt;
Verna cannot be underestimated as being more than capable of taking care of herself, either. Many a man much larger than she has come to fear her switch for getting into her stores or trying to help themselves to her stew pot. &lt;br /&gt;
Her second is a young halforc boy named Timid which fits him well as he is very shy and afraid that his heritage will earn him ill will. But Verna demands respect of her cooking pupil and the Troupe give it, even calling Timid Verna&#039;s son. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Shalahazz&#039;&#039;&#039;&lt;br /&gt;
An elf whose powers are unmatched in the variety of spellcasters in the Troupe, Shalahazz&#039;s source of magic is also a deep mystery and most, even fellow spellcasters, can&#039;t pin him down as a Wizard, a Sorcerer, or a Warlock of some sort. &lt;br /&gt;
This elf looks noble born with the most sharp and perfect features of his race, but his ageless features common to his people is marred by the streak of silver in his hair which starts at the brow and continues around to his long locks. He doesn&#039;t talk about this, pointing out that the color of his hair has little to do with academia or important magical matters of the Troupe. &lt;br /&gt;
He has proven himself continuously and is known for his magical battle prowess as one of the first in the company to fight off a monster attack when the Troupe established camp, but his serious and mysterious air is often offputting to the others of the Troupe. &lt;br /&gt;
Shalahazz is often busy studying in his tent which is fairly good sized as it also serves as the magical market of the Camp though the selling and buying duties are left decidedly to Thellen Stareye the young human man under his tutelage and also the shopkeep of &amp;quot;Shalahazz&#039;s Wonders&amp;quot; as the tent has come to be called. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Troupe Watch&#039;&#039;&#039;&lt;br /&gt;
The Watch are warriors and wizards who serve to guard Camp Newdawn as well as working as gatherers of food, wood, flora, and other resources necessary to keep the Troupe sustained. Though the Watch are behooven to both Bijinn Umi and Commandant Belevante, the Watch&#039;s leader of sorts is Watch Commander Eulis (known not to her face as Eulis the Red after her former pirate name).  &lt;br /&gt;
The Watch is composed of all sorts of folks from all sorts of backgrounds who have come to be a kind of family, respecting one another despite some of their differences both culturally and ethically.  &lt;br /&gt;
All members of the Watch have proven themselves capable and, more importantly, loyal. It doesn&#039;t hurt that Eulis has made it clear that those who work against the Troupe&#039;s purpose or prove unworthy of the Troupe&#039;s trust will be exiled from the camp into the unknown of the New Land never to return on promise of death. &lt;br /&gt;
To date, this threat has only been carried out once but no one talks about the details, telling any who inquire to take it up with Eulis, herself, if they dare. &lt;br /&gt;
Thanks to the Watch and their competence as warriors and spellcasters both, the Campo has been left mostly peaceful since the first monster attack was turned away. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Oborik&#039;&#039;&#039;&lt;br /&gt;
This is a word that immediately raises alarms in the Camp as anyone coming to work for or visit the Troupe is hastenly told. &lt;br /&gt;
The Oborik are a group of monsters local to the New Land who could be called goblins or ogres or orks, save for the fact that they have a unique appearance and vary in size between all three of the before mentioned.&lt;br /&gt;
They are called Oborik because that is the only words they utter (and the Troupe isn&#039;t sure that they got the word right with the monsters&#039; thick gutterish accents). &lt;br /&gt;
The creatures are described as very pale creatures with golden wolf-like eyes and black claw-like nails. They have blood red fur which acts as hair but courses down the back of their necks and backs resembling something closer to fur. &lt;br /&gt;
They are sneaky and competent fighters but have not been seen again since the first raid, other than in small bands that have been wiped out or avoided.&lt;br /&gt;
&lt;br /&gt;
==Camp NewDawn==&lt;br /&gt;
Camp NewDawn is often just called the Camp by the Troupe. The place is in its humble beginnings but yearns to become a port town one day.&lt;br /&gt;
&#039;&#039;&#039;The Commissions Tent&#039;&#039;&#039;&lt;br /&gt;
This is where groups meet to discuss affairs and to determine what the various groups of the Troupe of NewDawn will be doing from day to day. &lt;br /&gt;
The entire Troupe is lined up here in the morning directly after breakfast to receive their daily work orders. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Explorers Quarters&#039;&#039;&#039;&lt;br /&gt;
This is where the Explorers, the newcomers to the New Land lay their head, clean up, and stow their items they don&#039;t care to carry about with them. &lt;br /&gt;
The place is centered by a round-ish table with the map of the New Land on it as well as a few ink wells and quills to make adjustments to the map and make plans for what to explore next. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Mess Tent&#039;&#039;&#039;&lt;br /&gt;
Also just called the Mess, this is where the halfling cook and her half-orc helper prepare meals. And they do a very good job of it as well. The tent is never empty during meal times, especially when the Camp is alive with the aroma of fresh baked bread from Verna&#039;s small oven that it is said was a gift from a gnomish merchant. Verna&#039;s half-orc helper also guards the stores, the tent directly behind the Mess where the Camp&#039;s food is kept and carefully rationed out by Verna, herself. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pelor&#039;s Light&#039;&#039;&#039;&lt;br /&gt;
Also called the Temple Tent, this is where the Troupe go to worship, to commune with Kalen, also called Father by many and Kalen of Pelor&#039;s Grace by those who really want to try to earn his favor or respect. Though Kalen is not the only one in the Camp capable of healing, he is the only one capable of bestowing Blessings and will do so sparingly to those he finds truly worthy or in need. He is serious in his devotion and piety but he is also the friendliest face one is likely to encounter in the Camp.&lt;br /&gt;
The temple tent, itself, is centered by the shrine of Pelor and the large, carved stone sun that is the center of Pelor&#039;s Shrine. But, surrounding the place in a circle are shrines ot other minor deities of travel, nature, and good fortune.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Command&#039;&#039;&#039;&lt;br /&gt;
This is the only actual cabin in the Camp. It is the quarters of the Commandant Horris Belavante on a second floor with the first floor having two smaller quarters for Umi Bijinn and Watch Commander Eulis. Aside from the quarters, this cabin also has a sitting room which is both a haven for the Troupe&#039;s upper command ass well as a meeting place when a meeting is truly necessary outside of the Commissions Tent. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Provisioner&#039;&#039;&#039;&lt;br /&gt;
The company&#039;s provisions officer as he prefers to be called, is a strange fellow named Rathaen. Strange in so much that he is shaped like a dwarf made completely of brass. His eyes are two precious gemstones and he seems to possess strength enough to pound out metal in his smithe by hand. He is often dodging the curiosities of the local wizard, Shalahazz who has offered to pay him to be studied. Rathaen insists, however, that he has no need of earthly treasures though he is quite fond of masterful works of weapons and art, especially stone and metal carved art which he will gladly pay a lot for. Though Rathaen seems to be a construct of some sort, he has a personality and appears to be free willed, even stubborn in some regards. He is forthright and open to the fact that he has no memory or knowledge of where he has come from or what, exactly, he is. &lt;br /&gt;
The prices that Rathaen charge are very fair, only slightly above the standard prices in towns and cities due to the short resources and supply and demand, especially for arrows and bolts and any &amp;quot;profits&amp;quot; he makes that he doesn&#039;t use to buy artwork from travelers he gives to the Camp, itself to help it grow. &lt;br /&gt;
&lt;br /&gt;
==Places Of Interest==&lt;br /&gt;
The New Land is an unexplored, vast continent full of places both beautiful and dangerous, some even terrifying. &lt;br /&gt;
The Troupe of NewDawn have scarcely touched the surface of the land and mapped out even less of it. But a little knowledge can be better than no knowledge at all. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Peaceful Isles&#039;&#039;&#039;&lt;br /&gt;
This place is said to live up to its name and offers some food, good fishing, and resources, though these resources are limited and in order to avoid stripping the isles, the Troupe would like to find other resources in the New Land, itself. &lt;br /&gt;
This is a place where both the Troupe of NewDawn and the crew of the Silt Maiden go to relax and enjoy themselves when time allows. &lt;br /&gt;
The foliage here is green and tropical and the fish colorful and bright. The Newberries grow plentiful here, which the cooks in Camp NewDawn enjoy using for pies, drnks, and other refreshing fixings. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Island of the Witch&#039;&#039;&#039;&lt;br /&gt;
This island in contrast to the peaceful isles is a place covered in mists and mystery. The only group sent here to look around came back murderous and mindless save for a message that had been left with one man who had been controlled by something telling the Troupe to leave it alone. When the man recovered, all he could say is that &amp;quot;She&amp;quot; needed to be left alone and none have gone back to the island since. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Great Swamp&#039;&#039;&#039;&lt;br /&gt;
This great expanse of marshland is inhabited by lizardfolk and bullywugs according to the Troupe and, perhaps, a great winged beast as well that may or may not be a dragon. Some of the Troupe have been captured and eaten by the lizardfolk, making it unlikely that friendly negotiations can be made with these particular creatures. &lt;br /&gt;
Oddly enough, the Oborik attacked from this general direction and, apparently, made it through the swamps unscathed somehow. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Lush Green&#039;&#039;&#039;&lt;br /&gt;
This section of tropical woodlands is said to be ruled over by creatures known as ghost monkeys. Creatures that can control nature, steal items very stealthily, and possibly even fly. It has been proposed most recently that these creature may be upset nature spirits as they seem to attack when the trees or fruits of this area are threatened.&lt;br /&gt;
&lt;br /&gt;
The Lush Green, as the Explorers found out, was protected by a tropical treant and a host of phanatons who take the protection of this tropical forest paradise very seriously. Come to find out, another host of creatures has also started to crawl from the dark earth, spider-like beings known as the Colony of Strands.&lt;/div&gt;</summary>
		<author><name>Nyarlthotep</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=The_Land_of_Spoils_and_Promised_Danger&amp;diff=376983</id>
		<title>The Land of Spoils and Promised Danger</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=The_Land_of_Spoils_and_Promised_Danger&amp;diff=376983"/>
		<updated>2020-01-30T00:49:32Z</updated>

		<summary type="html">&lt;p&gt;Nyarlthotep: /* The Explorers */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=The Background=&lt;br /&gt;
It is the largest unexplored continent in the World (for the World is what the everyday folk call this orb on which life teems while the learned scholars name the place Taermus).&lt;br /&gt;
This great new land is ripe for colonization by the King and Queen of Kingsland but the great minerals and other secrets hidden in the deep woods, mountains, and perhaps even in the swamps or icy glaciers are coveted by not only the throne but others who would seek out this land to plunder its spoils or to set up their own seat of power. &lt;br /&gt;
For those willing to help explore and protect the colonists of this new land, there is good work and spoils to be had for them as well. &lt;br /&gt;
Indeed, this is where we find the Troupe of the Newdawn, named for the new opportunities that await those brave explorers.&lt;br /&gt;
The Troupe has set up a consignment for able bodies explorers who would face the unknowns in this new land. &lt;br /&gt;
&lt;br /&gt;
Camp Newdawn is a modest establishment, having a makeshift &amp;quot;mess tent&amp;quot; that passes for a tavern and place to grab a small meal, the cabins where those of the Troupe and other visitors can get some rest, the Temple which is mostly devoted to Pelor but also holds a host of minor shrines as well, as well as the Officer&#039;s Tent for those of the Troupe who are considered its leaders, and a few storage tents for supplies and equipment. &lt;br /&gt;
&lt;br /&gt;
==The New Land Map==&lt;br /&gt;
As it Stands now:&lt;br /&gt;
&lt;br /&gt;
[https://imgur.com/hncwbLl]&lt;br /&gt;
&lt;br /&gt;
==Links==&lt;br /&gt;
* &#039;&#039;&#039;[https://forum.rpg.net/index.php?threads/the-land-of-spoils-and-promised-danger.856279/ In Character]&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;[https://forum.rpg.net/index.php?threads/the-land-of-spoils-and-promised-danger.856281/ Out Of Character]&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;[https://forum.rpg.net/index.php?threads/closed-recruitment-d-d-5e-the-land-of-spoils-and-promised-danger.856099/ Recruitment]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==The Explorers==&lt;br /&gt;
These are the brave (or desperate, or insane, or...nevermind) these are the explorers of the New Land. &lt;br /&gt;
&#039;&#039;&#039;Total XP Thus Far&#039;&#039;&#039;: 635&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dancer Under the Crescent Moon (Dancer to Her Allies)&#039;&#039;&#039;&lt;br /&gt;
Dancer is a Tabaxi Hexblade from the &amp;quot;Golden Deserts&amp;quot; of Kabarr in the East who wanders and looks for her next hunt, she especially has a distaste for raiders. &lt;br /&gt;
Played by: Talisman&lt;br /&gt;
[https://docs.google.com/document/d/16-GBUQ2ah_03RkX5eHMfOA6WK9xOQtMu-A4O6q50CNg/edit]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dr. Alfans Lunarre&#039;&#039;&#039;&lt;br /&gt;
The Longtooth Shifter Bloodhunter, Alfans is fresh from gaining his doctorate and ready to see the world outside of the tomes (and also a hunter of dark things).&lt;br /&gt;
Played by: Woolishly Grim&lt;br /&gt;
[https://www.dndbeyond.com/characters/20136023]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Meiovar[https://www.dndbeyond.com/profile/SturmRaven/characters/20097409]&#039;&#039;&#039;&lt;br /&gt;
This Half-Elf Sorceress is a mystery to her peers even in the collegiate realms where she studied. She roams the lands of the World looking for what might be over the next ridge and, especially, what ancient knowledge might be uncovered along the way. &lt;br /&gt;
Played by: Stormraven&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Iman&#039;&#039;&#039;&lt;br /&gt;
Iman is a Human druid who began an unremarkable life only to be sought out by her teacher and, she soon found, the World itself. She wanders the ways and wilds offering wisdom to those who seem in need of it.&lt;br /&gt;
Played by: Silvercat Moonpaw [https://wiki.rpg.net/index.php/Iman]&lt;br /&gt;
&amp;lt;!-- Iman&lt;br /&gt;
Age: 55&lt;br /&gt;
Hair: Black&lt;br /&gt;
Eyes: Brown&lt;br /&gt;
Female Human [Variant] Druid 3 (Circle of the Land [Desert])&lt;br /&gt;
Str 13 (+1), Dex 8 (-1), Con 13 (+1), Int 14 (+2), Wis 16 (+3), Cha 10 (+0)&lt;br /&gt;
Proficiency: +2&lt;br /&gt;
Armor Class: 12&lt;br /&gt;
Hit Points: 21&lt;br /&gt;
Armor: Light armor, medium armor, shields (druids will not wear armor or use shields made of metal)&lt;br /&gt;
Weapons: Clubs, daggers, darts, javelins, maces, quarterstaffs, scimitars, sickles, slings, spears&lt;br /&gt;
Tools: Herbalism kit, Cook&#039;s utensils&lt;br /&gt;
Saving Throws: Intelligence +4, Wisdom +5&lt;br /&gt;
Skills: Animal Handling +5, Insight +5, Medicine +5, Perception +5, Survival +7 (Expertise), Nature +4&lt;br /&gt;
Languages: Common, Primordial, Sylvan, Druidic&lt;br /&gt;
Feats: Prodigy (XGE)&lt;br /&gt;
Features: Druidic, Spellcasting, Wild Shape, Druid Circle (Circle of the Land [Bonus Cantrip, Natural Recovery, Circle Spells])&lt;br /&gt;
Spellcasting: Cntr: 2+1; 1st: 4; 2nd: 2; 8 minutes prep; Save DC: 13; Spell attack: +5&lt;br /&gt;
Circle Spells: blur (2nd), silence (2nd)&lt;br /&gt;
Wild Shape: Max CR: 1/4; no flying or swimming; 1 hour; 2/rest&lt;br /&gt;
Equipment: club, wooden shield, leather armor, an explorer’s pack, a druidic focus&lt;br /&gt;
Combat: +3 attack (melee); +1 attack (ranged); club 1d4+1 B&lt;br /&gt;
&lt;br /&gt;
Here&#039;s the write-up after some looking around the Internet. I really don&#039;t have much of a background in mind:&lt;br /&gt;
Not really managing to make anything of herself it was only when a senior druid walked out of the badlands and said he&#039;d been sent to find her that her life started going anywhere. Once done with training she just sort of took to wandering. In some ways she&#039;s a fantasy Taoist.Iman&lt;br /&gt;
Age: 55&lt;br /&gt;
Hair: Black&lt;br /&gt;
Eyes: Brown&lt;br /&gt;
Female Human [Variant] Druid 3 (Circle of the Land [Desert])&lt;br /&gt;
Str 13 (+1), Dex 8 (-1), Con 13 (+1), Int 14 (+2), Wis 16 (+3), Cha 10 (+0)&lt;br /&gt;
Proficiency: +2&lt;br /&gt;
Armor Class: 12&lt;br /&gt;
Hit Points: 21&lt;br /&gt;
Armor: Light armor, medium armor, shields (druids will not wear armor or use shields made of metal)&lt;br /&gt;
Weapons: Clubs, daggers, darts, javelins, maces, quarterstaffs, scimitars, sickles, slings, spears&lt;br /&gt;
Tools: Herbalism kit, Cook&#039;s utensils&lt;br /&gt;
Saving Throws: Intelligence +4, Wisdom +5&lt;br /&gt;
Skills: Animal Handling +5, Insight +5, Medicine +5, Perception +5, Survival +7 (Expertise), Nature +4&lt;br /&gt;
Languages: Common, Primordial, Sylvan, Druidic&lt;br /&gt;
Feats: Prodigy (XGE)&lt;br /&gt;
Features: Druidic, Spellcasting, Wild Shape, Druid Circle (Circle of the Land [Bonus Cantrip, Natural Recovery, Circle Spells])&lt;br /&gt;
Spellcasting: Cntr: 2+1; 1st: 4; 2nd: 2; 8 minutes prep; Save DC: 13; Spell attack: +5&lt;br /&gt;
Circle Spells: blur (2nd), silence (2nd)&lt;br /&gt;
Wild Shape: Max CR: 1/4; no flying or swimming; 1 hour; 2/rest&lt;br /&gt;
Equipment: club, wooden shield, leather armor, an explorer’s pack, a druidic focus&lt;br /&gt;
Combat: +3 attack (melee); +1 attack (ranged); club 1d4+1 B&lt;br /&gt;
&lt;br /&gt;
Here&#039;s the write-up after some looking around the Internet. I really don&#039;t have much of a background in mind:&lt;br /&gt;
Not really managing to make anything of herself it was only when a senior druid walked out of the badlands and said he&#039;d been sent to find her that her life started going anywhere. Once done with training she just sort of took to wandering. In some ways she&#039;s a fantasy Taoist. --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Thol Wolf-Brother, Son of Hrin&#039;&#039;&#039;&lt;br /&gt;
A wandering Human barbarian far from his home and clan in the Great North, Thol has great respect for his axes and his drink. His allies are happy to have him pointed at their enemies.&lt;br /&gt;
Played by: Archer &lt;br /&gt;
[https://www.dndbeyond.com/characters/20097730/Ef0tPN]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Zass&#039;&#039;&#039;&lt;br /&gt;
Zass is a Yuan Ti Pureblood, or perhaps it should be said she was until being cursed by the Fey and bound to them. Now her emotions have been unleashed as she uses stealth and magic as a Thief/Warlock to make her way through the world, lost to her own people. &lt;br /&gt;
Played by: Stattick [https://wiki.rpg.net/index.php/Zass Zass]&lt;br /&gt;
&lt;br /&gt;
==The Troupe of Newdawn==&lt;br /&gt;
The Troupe of Newdawn are a group of people who represent the influential and wealthy of Kingsland as well as the group of colonists hoping to call the New Land home one day. &lt;br /&gt;
This small group is in charge of the exploration and clearing of (when necessary) the unexplored territories of the New Land. &lt;br /&gt;
The group consists of ex soldiers from the King and Queen&#039;s army, mercenaries, and others in the opportune position to strike out for an unexplored part of the world and those who can &amp;quot;get the job done&amp;quot;. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Commandant Horris Belevante&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This stalwart human is typically seen in his retired uniform from the King&#039;s Guard. His long gray hair shows his years where his strong and confident physique does not.&lt;br /&gt;
The Commandant oversees the entire operation of the Troupe, from everyday affairs such as ration shortages or, if the Troupe is lucky, overages, and any petty squabbles the Troupe (or its visitors) may have to larger threats such as raids by monsters or &amp;quot;competition&amp;quot; showing up. &lt;br /&gt;
Though Exploration and the purging of dangerous and vile creatures is a primary concern of the Commandant, his main concern is the safety of the Troupe (without the Troupe the operation is lost, after all) and with the help of his second, Bijinn Umi, and the &amp;quot;Good Captain Bashaar Firescale&amp;quot; is ready to evacuate the Troupe to the Captains ship, the Silt Maiden, at a moment&#039;s notice. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bijinn Umi&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Bijinn Umi is a mysterious woman, presumably human though very pale, from the Mysterious East, calling her home on the rare times she talks about her home, as the Bay of Jade. &lt;br /&gt;
Bijinn Umi does not talk a lot and seems very shy on matters that pertain to her, directly, and is very vocal on giving orders as the &amp;quot;second&amp;quot; to the Commandant. &lt;br /&gt;
She is skilled in tactics and combat both, carrying twin blades with a bluish metal tint and inspiring confidence in all of her allies. Though an enigma from an even more enigmatic land, she has won the trust and respect of her peers and is treated as one of the Troupe just as much as any who might be more &amp;quot;local&amp;quot;. &lt;br /&gt;
Bijinn Umi is responsible for a lot of the items that the Commandant just can&#039;t juggle and is, in particular, responsible for the security of Camp Newdawn. It is whispered around camp that Bijinn Umi often makes weather predictions with amazing and unnerving accuracy, impressing even the resident magical expert of the Troupe, Shalahazz.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Kalen&#039;&#039;&#039; &lt;br /&gt;
Kalen is a simple and average-appearing man until he talks, at which point he demands the attention of those aorund him with his deep voice which fits his representation and devotion to Pelor whose sun-symbol is worn about the man&#039;s neck boldly and proudly. &lt;br /&gt;
The priest of the Troupe and keeper of the Temple, a simple cabin with a major shrine to Pelor and minor shrines to &amp;quot;lesser&amp;quot; deities, Kalen serves as the Troupe&#039;s healer, spiritual guide, and simple confidant when necessary. Kalen is also seen pitching in wherever necessary (and whenever the opportunity to teach others about the Father of the Light. &lt;br /&gt;
Next to Bijinn Umi, Kalen is likey the most trusted person in the Troupe not only to the Commandant but to the Troupe as a whole. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Verna Brushbrittle&#039;&#039;&#039;&lt;br /&gt;
Verna is a halfling but no one sees her as that diminutive race, what they see in Verna is that she is a master chef that could cook for the King and Queen&#039;s table in the Great Halls themselves. &lt;br /&gt;
Verna&#039;s best talent is taking what little rations and hunted game there is in Camp Newdawn and creating something amazing from it. Her meals are the stuff of legends the way the folk of the Troupe talk and the &amp;quot;Mess Tent&amp;quot; is virtually packed and as wonderful smelling as any tavern or inn when good food and drink are about. &lt;br /&gt;
The Troupe are especially fond of the Newberry Wine, a special concoction that Verna has discovered and created from the local &amp;quot;Newberries&amp;quot; discovered in the New Land. As intoxicating as wine and as sweet as Sweet Water served in any Tavern or Inn. &lt;br /&gt;
Verna cannot be underestimated as being more than capable of taking care of herself, either. Many a man much larger than she has come to fear her switch for getting into her stores or trying to help themselves to her stew pot. &lt;br /&gt;
Her second is a young halforc boy named Timid which fits him well as he is very shy and afraid that his heritage will earn him ill will. But Verna demands respect of her cooking pupil and the Troupe give it, even calling Timid Verna&#039;s son. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Shalahazz&#039;&#039;&#039;&lt;br /&gt;
An elf whose powers are unmatched in the variety of spellcasters in the Troupe, Shalahazz&#039;s source of magic is also a deep mystery and most, even fellow spellcasters, can&#039;t pin him down as a Wizard, a Sorcerer, or a Warlock of some sort. &lt;br /&gt;
This elf looks noble born with the most sharp and perfect features of his race, but his ageless features common to his people is marred by the streak of silver in his hair which starts at the brow and continues around to his long locks. He doesn&#039;t talk about this, pointing out that the color of his hair has little to do with academia or important magical matters of the Troupe. &lt;br /&gt;
He has proven himself continuously and is known for his magical battle prowess as one of the first in the company to fight off a monster attack when the Troupe established camp, but his serious and mysterious air is often offputting to the others of the Troupe. &lt;br /&gt;
Shalahazz is often busy studying in his tent which is fairly good sized as it also serves as the magical market of the Camp though the selling and buying duties are left decidedly to Thellen Stareye the young human man under his tutelage and also the shopkeep of &amp;quot;Shalahazz&#039;s Wonders&amp;quot; as the tent has come to be called. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Troupe Watch&#039;&#039;&#039;&lt;br /&gt;
The Watch are warriors and wizards who serve to guard Camp Newdawn as well as working as gatherers of food, wood, flora, and other resources necessary to keep the Troupe sustained. Though the Watch are behooven to both Bijinn Umi and Commandant Belevante, the Watch&#039;s leader of sorts is Watch Commander Eulis (known not to her face as Eulis the Red after her former pirate name).  &lt;br /&gt;
The Watch is composed of all sorts of folks from all sorts of backgrounds who have come to be a kind of family, respecting one another despite some of their differences both culturally and ethically.  &lt;br /&gt;
All members of the Watch have proven themselves capable and, more importantly, loyal. It doesn&#039;t hurt that Eulis has made it clear that those who work against the Troupe&#039;s purpose or prove unworthy of the Troupe&#039;s trust will be exiled from the camp into the unknown of the New Land never to return on promise of death. &lt;br /&gt;
To date, this threat has only been carried out once but no one talks about the details, telling any who inquire to take it up with Eulis, herself, if they dare. &lt;br /&gt;
Thanks to the Watch and their competence as warriors and spellcasters both, the Campo has been left mostly peaceful since the first monster attack was turned away. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Oborik&#039;&#039;&#039;&lt;br /&gt;
This is a word that immediately raises alarms in the Camp as anyone coming to work for or visit the Troupe is hastenly told. &lt;br /&gt;
The Oborik are a group of monsters local to the New Land who could be called goblins or ogres or orks, save for the fact that they have a unique appearance and vary in size between all three of the before mentioned.&lt;br /&gt;
They are called Oborik because that is the only words they utter (and the Troupe isn&#039;t sure that they got the word right with the monsters&#039; thick gutterish accents). &lt;br /&gt;
The creatures are described as very pale creatures with golden wolf-like eyes and black claw-like nails. They have blood red fur which acts as hair but courses down the back of their necks and backs resembling something closer to fur. &lt;br /&gt;
They are sneaky and competent fighters but have not been seen again since the first raid, other than in small bands that have been wiped out or avoided.&lt;br /&gt;
&lt;br /&gt;
==Camp NewDawn==&lt;br /&gt;
Camp NewDawn is often just called the Camp by the Troupe. The place is in its humble beginnings but yearns to become a port town one day.&lt;br /&gt;
&#039;&#039;&#039;The Commissions Tent&#039;&#039;&#039;&lt;br /&gt;
This is where groups meet to discuss affairs and to determine what the various groups of the Troupe of NewDawn will be doing from day to day. &lt;br /&gt;
The entire Troupe is lined up here in the morning directly after breakfast to receive their daily work orders. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Explorers Quarters&#039;&#039;&#039;&lt;br /&gt;
This is where the Explorers, the newcomers to the New Land lay their head, clean up, and stow their items they don&#039;t care to carry about with them. &lt;br /&gt;
The place is centered by a round-ish table with the map of the New Land on it as well as a few ink wells and quills to make adjustments to the map and make plans for what to explore next. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Mess Tent&#039;&#039;&#039;&lt;br /&gt;
Also just called the Mess, this is where the halfling cook and her half-orc helper prepare meals. And they do a very good job of it as well. The tent is never empty during meal times, especially when the Camp is alive with the aroma of fresh baked bread from Verna&#039;s small oven that it is said was a gift from a gnomish merchant. Verna&#039;s half-orc helper also guards the stores, the tent directly behind the Mess where the Camp&#039;s food is kept and carefully rationed out by Verna, herself. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pelor&#039;s Light&#039;&#039;&#039;&lt;br /&gt;
Also called the Temple Tent, this is where the Troupe go to worship, to commune with Kalen, also called Father by many and Kalen of Pelor&#039;s Grace by those who really want to try to earn his favor or respect. Though Kalen is not the only one in the Camp capable of healing, he is the only one capable of bestowing Blessings and will do so sparingly to those he finds truly worthy or in need. He is serious in his devotion and piety but he is also the friendliest face one is likely to encounter in the Camp.&lt;br /&gt;
The temple tent, itself, is centered by the shrine of Pelor and the large, carved stone sun that is the center of Pelor&#039;s Shrine. But, surrounding the place in a circle are shrines ot other minor deities of travel, nature, and good fortune.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Command&#039;&#039;&#039;&lt;br /&gt;
This is the only actual cabin in the Camp. It is the quarters of the Commandant Horris Belavante on a second floor with the first floor having two smaller quarters for Umi Bijinn and Watch Commander Eulis. Aside from the quarters, this cabin also has a sitting room which is both a haven for the Troupe&#039;s upper command ass well as a meeting place when a meeting is truly necessary outside of the Commissions Tent. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Provisioner&#039;&#039;&#039;&lt;br /&gt;
The company&#039;s provisions officer as he prefers to be called, is a strange fellow named Rathaen. Strange in so much that he is shaped like a dwarf made completely of brass. His eyes are two precious gemstones and he seems to possess strength enough to pound out metal in his smithe by hand. He is often dodging the curiosities of the local wizard, Shalahazz who has offered to pay him to be studied. Rathaen insists, however, that he has no need of earthly treasures though he is quite fond of masterful works of weapons and art, especially stone and metal carved art which he will gladly pay a lot for. Though Rathaen seems to be a construct of some sort, he has a personality and appears to be free willed, even stubborn in some regards. He is forthright and open to the fact that he has no memory or knowledge of where he has come from or what, exactly, he is. &lt;br /&gt;
The prices that Rathaen charge are very fair, only slightly above the standard prices in towns and cities due to the short resources and supply and demand, especially for arrows and bolts and any &amp;quot;profits&amp;quot; he makes that he doesn&#039;t use to buy artwork from travelers he gives to the Camp, itself to help it grow. &lt;br /&gt;
&lt;br /&gt;
==Places Of Interest==&lt;br /&gt;
The New Land is an unexplored, vast continent full of places both beautiful and dangerous, some even terrifying. &lt;br /&gt;
The Troupe of NewDawn have scarcely touched the surface of the land and mapped out even less of it. But a little knowledge can be better than no knowledge at all. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Peaceful Isles&#039;&#039;&#039;&lt;br /&gt;
This place is said to live up to its name and offers some food, good fishing, and resources, though these resources are limited and in order to avoid stripping the isles, the Troupe would like to find other resources in the New Land, itself. &lt;br /&gt;
This is a place where both the Troupe of NewDawn and the crew of the Silt Maiden go to relax and enjoy themselves when time allows. &lt;br /&gt;
The foliage here is green and tropical and the fish colorful and bright. The Newberries grow plentiful here, which the cooks in Camp NewDawn enjoy using for pies, drnks, and other refreshing fixings. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Island of the Witch&#039;&#039;&#039;&lt;br /&gt;
This island in contrast to the peaceful isles is a place covered in mists and mystery. The only group sent here to look around came back murderous and mindless save for a message that had been left with one man who had been controlled by something telling the Troupe to leave it alone. When the man recovered, all he could say is that &amp;quot;She&amp;quot; needed to be left alone and none have gone back to the island since. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Great Swamp&#039;&#039;&#039;&lt;br /&gt;
This great expanse of marshland is inhabited by lizardfolk and bullywugs according to the Troupe and, perhaps, a great winged beast as well that may or may not be a dragon. Some of the Troupe have been captured and eaten by the lizardfolk, making it unlikely that friendly negotiations can be made with these particular creatures. &lt;br /&gt;
Oddly enough, the Oborik attacked from this general direction and, apparently, made it through the swamps unscathed somehow. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Lush Green&#039;&#039;&#039;&lt;br /&gt;
This section of tropical woodlands is said to be ruled over by creatures known as ghost monkeys. Creatures that can control nature, steal items very stealthily, and possibly even fly. It has been proposed most recently that these creature may be upset nature spirits as they seem to attack when the trees or fruits of this area are threatened.&lt;br /&gt;
&lt;br /&gt;
The Lush Green, as the Explorers found out, was protected by a tropical treant and a host of phanatons who take the protection of this tropical forest paradise very seriously. Come to find out, another host of creatures has also started to crawl from the dark earth, spider-like beings known as the Colony of Strands.&lt;/div&gt;</summary>
		<author><name>Nyarlthotep</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=The_Land_of_Spoils_and_Promised_Danger&amp;diff=376903</id>
		<title>The Land of Spoils and Promised Danger</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=The_Land_of_Spoils_and_Promised_Danger&amp;diff=376903"/>
		<updated>2020-01-28T06:03:37Z</updated>

		<summary type="html">&lt;p&gt;Nyarlthotep: /* The Troupe of Newdawn */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=The Background=&lt;br /&gt;
It is the largest unexplored continent in the World (for the World is what the everyday folk call this orb on which life teems while the learned scholars name the place Taermus).&lt;br /&gt;
This great new land is ripe for colonization by the King and Queen of Kingsland but the great minerals and other secrets hidden in the deep woods, mountains, and perhaps even in the swamps or icy glaciers are coveted by not only the throne but others who would seek out this land to plunder its spoils or to set up their own seat of power. &lt;br /&gt;
For those willing to help explore and protect the colonists of this new land, there is good work and spoils to be had for them as well. &lt;br /&gt;
Indeed, this is where we find the Troupe of the Newdawn, named for the new opportunities that await those brave explorers.&lt;br /&gt;
The Troupe has set up a consignment for able bodies explorers who would face the unknowns in this new land. &lt;br /&gt;
&lt;br /&gt;
Camp Newdawn is a modest establishment, having a makeshift &amp;quot;mess tent&amp;quot; that passes for a tavern and place to grab a small meal, the cabins where those of the Troupe and other visitors can get some rest, the Temple which is mostly devoted to Pelor but also holds a host of minor shrines as well, as well as the Officer&#039;s Tent for those of the Troupe who are considered its leaders, and a few storage tents for supplies and equipment. &lt;br /&gt;
&lt;br /&gt;
==The New Land Map==&lt;br /&gt;
As it Stands now:&lt;br /&gt;
&lt;br /&gt;
[https://imgur.com/hncwbLl]&lt;br /&gt;
&lt;br /&gt;
==Links==&lt;br /&gt;
* &#039;&#039;&#039;[https://forum.rpg.net/index.php?threads/the-land-of-spoils-and-promised-danger.856279/ In Character]&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;[https://forum.rpg.net/index.php?threads/the-land-of-spoils-and-promised-danger.856281/ Out Of Character]&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;[https://forum.rpg.net/index.php?threads/closed-recruitment-d-d-5e-the-land-of-spoils-and-promised-danger.856099/ Recruitment]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==The Explorers==&lt;br /&gt;
These are the brave (or desperate, or insane, or...nevermind) these are the explorers of the New Land. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dancer Under the Crescent Moon (Dancer to Her Allies)&#039;&#039;&#039;&lt;br /&gt;
Dancer is a Tabaxi Hexblade from the &amp;quot;Golden Deserts&amp;quot; of Kabarr in the East who wanders and looks for her next hunt, she especially has a distaste for raiders. &lt;br /&gt;
Played by: Talisman&lt;br /&gt;
[https://docs.google.com/document/d/16-GBUQ2ah_03RkX5eHMfOA6WK9xOQtMu-A4O6q50CNg/edit]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dr. Alfans Lunarre&#039;&#039;&#039;&lt;br /&gt;
The Longtooth Shifter Bloodhunter, Alfans is fresh from gaining his doctorate and ready to see the world outside of the tomes (and also a hunter of dark things).&lt;br /&gt;
Played by: Woolishly Grim&lt;br /&gt;
[https://www.dndbeyond.com/characters/20136023]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Meiovar[https://www.dndbeyond.com/profile/SturmRaven/characters/20097409]&#039;&#039;&#039;&lt;br /&gt;
This Half-Elf Sorceress is a mystery to her peers even in the collegiate realms where she studied. She roams the lands of the World looking for what might be over the next ridge and, especially, what ancient knowledge might be uncovered along the way. &lt;br /&gt;
Played by: Stormraven&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Iman&#039;&#039;&#039;&lt;br /&gt;
Iman is a Human druid who began an unremarkable life only to be sought out by her teacher and, she soon found, the World itself. She wanders the ways and wilds offering wisdom to those who seem in need of it.&lt;br /&gt;
Played by: Silvercat Moonpaw [https://wiki.rpg.net/index.php/Iman]&lt;br /&gt;
&amp;lt;!-- Iman&lt;br /&gt;
Age: 55&lt;br /&gt;
Hair: Black&lt;br /&gt;
Eyes: Brown&lt;br /&gt;
Female Human [Variant] Druid 3 (Circle of the Land [Desert])&lt;br /&gt;
Str 13 (+1), Dex 8 (-1), Con 13 (+1), Int 14 (+2), Wis 16 (+3), Cha 10 (+0)&lt;br /&gt;
Proficiency: +2&lt;br /&gt;
Armor Class: 12&lt;br /&gt;
Hit Points: 21&lt;br /&gt;
Armor: Light armor, medium armor, shields (druids will not wear armor or use shields made of metal)&lt;br /&gt;
Weapons: Clubs, daggers, darts, javelins, maces, quarterstaffs, scimitars, sickles, slings, spears&lt;br /&gt;
Tools: Herbalism kit, Cook&#039;s utensils&lt;br /&gt;
Saving Throws: Intelligence +4, Wisdom +5&lt;br /&gt;
Skills: Animal Handling +5, Insight +5, Medicine +5, Perception +5, Survival +7 (Expertise), Nature +4&lt;br /&gt;
Languages: Common, Primordial, Sylvan, Druidic&lt;br /&gt;
Feats: Prodigy (XGE)&lt;br /&gt;
Features: Druidic, Spellcasting, Wild Shape, Druid Circle (Circle of the Land [Bonus Cantrip, Natural Recovery, Circle Spells])&lt;br /&gt;
Spellcasting: Cntr: 2+1; 1st: 4; 2nd: 2; 8 minutes prep; Save DC: 13; Spell attack: +5&lt;br /&gt;
Circle Spells: blur (2nd), silence (2nd)&lt;br /&gt;
Wild Shape: Max CR: 1/4; no flying or swimming; 1 hour; 2/rest&lt;br /&gt;
Equipment: club, wooden shield, leather armor, an explorer’s pack, a druidic focus&lt;br /&gt;
Combat: +3 attack (melee); +1 attack (ranged); club 1d4+1 B&lt;br /&gt;
&lt;br /&gt;
Here&#039;s the write-up after some looking around the Internet. I really don&#039;t have much of a background in mind:&lt;br /&gt;
Not really managing to make anything of herself it was only when a senior druid walked out of the badlands and said he&#039;d been sent to find her that her life started going anywhere. Once done with training she just sort of took to wandering. In some ways she&#039;s a fantasy Taoist.Iman&lt;br /&gt;
Age: 55&lt;br /&gt;
Hair: Black&lt;br /&gt;
Eyes: Brown&lt;br /&gt;
Female Human [Variant] Druid 3 (Circle of the Land [Desert])&lt;br /&gt;
Str 13 (+1), Dex 8 (-1), Con 13 (+1), Int 14 (+2), Wis 16 (+3), Cha 10 (+0)&lt;br /&gt;
Proficiency: +2&lt;br /&gt;
Armor Class: 12&lt;br /&gt;
Hit Points: 21&lt;br /&gt;
Armor: Light armor, medium armor, shields (druids will not wear armor or use shields made of metal)&lt;br /&gt;
Weapons: Clubs, daggers, darts, javelins, maces, quarterstaffs, scimitars, sickles, slings, spears&lt;br /&gt;
Tools: Herbalism kit, Cook&#039;s utensils&lt;br /&gt;
Saving Throws: Intelligence +4, Wisdom +5&lt;br /&gt;
Skills: Animal Handling +5, Insight +5, Medicine +5, Perception +5, Survival +7 (Expertise), Nature +4&lt;br /&gt;
Languages: Common, Primordial, Sylvan, Druidic&lt;br /&gt;
Feats: Prodigy (XGE)&lt;br /&gt;
Features: Druidic, Spellcasting, Wild Shape, Druid Circle (Circle of the Land [Bonus Cantrip, Natural Recovery, Circle Spells])&lt;br /&gt;
Spellcasting: Cntr: 2+1; 1st: 4; 2nd: 2; 8 minutes prep; Save DC: 13; Spell attack: +5&lt;br /&gt;
Circle Spells: blur (2nd), silence (2nd)&lt;br /&gt;
Wild Shape: Max CR: 1/4; no flying or swimming; 1 hour; 2/rest&lt;br /&gt;
Equipment: club, wooden shield, leather armor, an explorer’s pack, a druidic focus&lt;br /&gt;
Combat: +3 attack (melee); +1 attack (ranged); club 1d4+1 B&lt;br /&gt;
&lt;br /&gt;
Here&#039;s the write-up after some looking around the Internet. I really don&#039;t have much of a background in mind:&lt;br /&gt;
Not really managing to make anything of herself it was only when a senior druid walked out of the badlands and said he&#039;d been sent to find her that her life started going anywhere. Once done with training she just sort of took to wandering. In some ways she&#039;s a fantasy Taoist. --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Thol Wolf-Brother, Son of Hrin&#039;&#039;&#039;&lt;br /&gt;
A wandering Human barbarian far from his home and clan in the Great North, Thol has great respect for his axes and his drink. His allies are happy to have him pointed at their enemies.&lt;br /&gt;
Played by: Archer &lt;br /&gt;
[https://www.dndbeyond.com/characters/20097730/Ef0tPN]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Zass&#039;&#039;&#039;&lt;br /&gt;
Zass is a Yuan Ti Pureblood, or perhaps it should be said she was until being cursed by the Fey and bound to them. Now her emotions have been unleashed as she uses stealth and magic as a Thief/Warlock to make her way through the world, lost to her own people. &lt;br /&gt;
Played by: Stattick [https://wiki.rpg.net/index.php/Zass Zass]&lt;br /&gt;
&lt;br /&gt;
==The Troupe of Newdawn==&lt;br /&gt;
The Troupe of Newdawn are a group of people who represent the influential and wealthy of Kingsland as well as the group of colonists hoping to call the New Land home one day. &lt;br /&gt;
This small group is in charge of the exploration and clearing of (when necessary) the unexplored territories of the New Land. &lt;br /&gt;
The group consists of ex soldiers from the King and Queen&#039;s army, mercenaries, and others in the opportune position to strike out for an unexplored part of the world and those who can &amp;quot;get the job done&amp;quot;. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Commandant Horris Belevante&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This stalwart human is typically seen in his retired uniform from the King&#039;s Guard. His long gray hair shows his years where his strong and confident physique does not.&lt;br /&gt;
The Commandant oversees the entire operation of the Troupe, from everyday affairs such as ration shortages or, if the Troupe is lucky, overages, and any petty squabbles the Troupe (or its visitors) may have to larger threats such as raids by monsters or &amp;quot;competition&amp;quot; showing up. &lt;br /&gt;
Though Exploration and the purging of dangerous and vile creatures is a primary concern of the Commandant, his main concern is the safety of the Troupe (without the Troupe the operation is lost, after all) and with the help of his second, Bijinn Umi, and the &amp;quot;Good Captain Bashaar Firescale&amp;quot; is ready to evacuate the Troupe to the Captains ship, the Silt Maiden, at a moment&#039;s notice. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bijinn Umi&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Bijinn Umi is a mysterious woman, presumably human though very pale, from the Mysterious East, calling her home on the rare times she talks about her home, as the Bay of Jade. &lt;br /&gt;
Bijinn Umi does not talk a lot and seems very shy on matters that pertain to her, directly, and is very vocal on giving orders as the &amp;quot;second&amp;quot; to the Commandant. &lt;br /&gt;
She is skilled in tactics and combat both, carrying twin blades with a bluish metal tint and inspiring confidence in all of her allies. Though an enigma from an even more enigmatic land, she has won the trust and respect of her peers and is treated as one of the Troupe just as much as any who might be more &amp;quot;local&amp;quot;. &lt;br /&gt;
Bijinn Umi is responsible for a lot of the items that the Commandant just can&#039;t juggle and is, in particular, responsible for the security of Camp Newdawn. It is whispered around camp that Bijinn Umi often makes weather predictions with amazing and unnerving accuracy, impressing even the resident magical expert of the Troupe, Shalahazz.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Kalen&#039;&#039;&#039; &lt;br /&gt;
Kalen is a simple and average-appearing man until he talks, at which point he demands the attention of those aorund him with his deep voice which fits his representation and devotion to Pelor whose sun-symbol is worn about the man&#039;s neck boldly and proudly. &lt;br /&gt;
The priest of the Troupe and keeper of the Temple, a simple cabin with a major shrine to Pelor and minor shrines to &amp;quot;lesser&amp;quot; deities, Kalen serves as the Troupe&#039;s healer, spiritual guide, and simple confidant when necessary. Kalen is also seen pitching in wherever necessary (and whenever the opportunity to teach others about the Father of the Light. &lt;br /&gt;
Next to Bijinn Umi, Kalen is likey the most trusted person in the Troupe not only to the Commandant but to the Troupe as a whole. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Verna Brushbrittle&#039;&#039;&#039;&lt;br /&gt;
Verna is a halfling but no one sees her as that diminutive race, what they see in Verna is that she is a master chef that could cook for the King and Queen&#039;s table in the Great Halls themselves. &lt;br /&gt;
Verna&#039;s best talent is taking what little rations and hunted game there is in Camp Newdawn and creating something amazing from it. Her meals are the stuff of legends the way the folk of the Troupe talk and the &amp;quot;Mess Tent&amp;quot; is virtually packed and as wonderful smelling as any tavern or inn when good food and drink are about. &lt;br /&gt;
The Troupe are especially fond of the Newberry Wine, a special concoction that Verna has discovered and created from the local &amp;quot;Newberries&amp;quot; discovered in the New Land. As intoxicating as wine and as sweet as Sweet Water served in any Tavern or Inn. &lt;br /&gt;
Verna cannot be underestimated as being more than capable of taking care of herself, either. Many a man much larger than she has come to fear her switch for getting into her stores or trying to help themselves to her stew pot. &lt;br /&gt;
Her second is a young halforc boy named Timid which fits him well as he is very shy and afraid that his heritage will earn him ill will. But Verna demands respect of her cooking pupil and the Troupe give it, even calling Timid Verna&#039;s son. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Shalahazz&#039;&#039;&#039;&lt;br /&gt;
An elf whose powers are unmatched in the variety of spellcasters in the Troupe, Shalahazz&#039;s source of magic is also a deep mystery and most, even fellow spellcasters, can&#039;t pin him down as a Wizard, a Sorcerer, or a Warlock of some sort. &lt;br /&gt;
This elf looks noble born with the most sharp and perfect features of his race, but his ageless features common to his people is marred by the streak of silver in his hair which starts at the brow and continues around to his long locks. He doesn&#039;t talk about this, pointing out that the color of his hair has little to do with academia or important magical matters of the Troupe. &lt;br /&gt;
He has proven himself continuously and is known for his magical battle prowess as one of the first in the company to fight off a monster attack when the Troupe established camp, but his serious and mysterious air is often offputting to the others of the Troupe. &lt;br /&gt;
Shalahazz is often busy studying in his tent which is fairly good sized as it also serves as the magical market of the Camp though the selling and buying duties are left decidedly to Thellen Stareye the young human man under his tutelage and also the shopkeep of &amp;quot;Shalahazz&#039;s Wonders&amp;quot; as the tent has come to be called. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Troupe Watch&#039;&#039;&#039;&lt;br /&gt;
The Watch are warriors and wizards who serve to guard Camp Newdawn as well as working as gatherers of food, wood, flora, and other resources necessary to keep the Troupe sustained. Though the Watch are behooven to both Bijinn Umi and Commandant Belevante, the Watch&#039;s leader of sorts is Watch Commander Eulis (known not to her face as Eulis the Red after her former pirate name).  &lt;br /&gt;
The Watch is composed of all sorts of folks from all sorts of backgrounds who have come to be a kind of family, respecting one another despite some of their differences both culturally and ethically.  &lt;br /&gt;
All members of the Watch have proven themselves capable and, more importantly, loyal. It doesn&#039;t hurt that Eulis has made it clear that those who work against the Troupe&#039;s purpose or prove unworthy of the Troupe&#039;s trust will be exiled from the camp into the unknown of the New Land never to return on promise of death. &lt;br /&gt;
To date, this threat has only been carried out once but no one talks about the details, telling any who inquire to take it up with Eulis, herself, if they dare. &lt;br /&gt;
Thanks to the Watch and their competence as warriors and spellcasters both, the Campo has been left mostly peaceful since the first monster attack was turned away. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Oborik&#039;&#039;&#039;&lt;br /&gt;
This is a word that immediately raises alarms in the Camp as anyone coming to work for or visit the Troupe is hastenly told. &lt;br /&gt;
The Oborik are a group of monsters local to the New Land who could be called goblins or ogres or orks, save for the fact that they have a unique appearance and vary in size between all three of the before mentioned.&lt;br /&gt;
They are called Oborik because that is the only words they utter (and the Troupe isn&#039;t sure that they got the word right with the monsters&#039; thick gutterish accents). &lt;br /&gt;
The creatures are described as very pale creatures with golden wolf-like eyes and black claw-like nails. They have blood red fur which acts as hair but courses down the back of their necks and backs resembling something closer to fur. &lt;br /&gt;
They are sneaky and competent fighters but have not been seen again since the first raid, other than in small bands that have been wiped out or avoided.&lt;br /&gt;
&lt;br /&gt;
==Camp NewDawn==&lt;br /&gt;
Camp NewDawn is often just called the Camp by the Troupe. The place is in its humble beginnings but yearns to become a port town one day.&lt;br /&gt;
&#039;&#039;&#039;The Commissions Tent&#039;&#039;&#039;&lt;br /&gt;
This is where groups meet to discuss affairs and to determine what the various groups of the Troupe of NewDawn will be doing from day to day. &lt;br /&gt;
The entire Troupe is lined up here in the morning directly after breakfast to receive their daily work orders. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Explorers Quarters&#039;&#039;&#039;&lt;br /&gt;
This is where the Explorers, the newcomers to the New Land lay their head, clean up, and stow their items they don&#039;t care to carry about with them. &lt;br /&gt;
The place is centered by a round-ish table with the map of the New Land on it as well as a few ink wells and quills to make adjustments to the map and make plans for what to explore next. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Mess Tent&#039;&#039;&#039;&lt;br /&gt;
Also just called the Mess, this is where the halfling cook and her half-orc helper prepare meals. And they do a very good job of it as well. The tent is never empty during meal times, especially when the Camp is alive with the aroma of fresh baked bread from Verna&#039;s small oven that it is said was a gift from a gnomish merchant. Verna&#039;s half-orc helper also guards the stores, the tent directly behind the Mess where the Camp&#039;s food is kept and carefully rationed out by Verna, herself. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pelor&#039;s Light&#039;&#039;&#039;&lt;br /&gt;
Also called the Temple Tent, this is where the Troupe go to worship, to commune with Kalen, also called Father by many and Kalen of Pelor&#039;s Grace by those who really want to try to earn his favor or respect. Though Kalen is not the only one in the Camp capable of healing, he is the only one capable of bestowing Blessings and will do so sparingly to those he finds truly worthy or in need. He is serious in his devotion and piety but he is also the friendliest face one is likely to encounter in the Camp.&lt;br /&gt;
The temple tent, itself, is centered by the shrine of Pelor and the large, carved stone sun that is the center of Pelor&#039;s Shrine. But, surrounding the place in a circle are shrines ot other minor deities of travel, nature, and good fortune.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Command&#039;&#039;&#039;&lt;br /&gt;
This is the only actual cabin in the Camp. It is the quarters of the Commandant Horris Belavante on a second floor with the first floor having two smaller quarters for Umi Bijinn and Watch Commander Eulis. Aside from the quarters, this cabin also has a sitting room which is both a haven for the Troupe&#039;s upper command ass well as a meeting place when a meeting is truly necessary outside of the Commissions Tent. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Provisioner&#039;&#039;&#039;&lt;br /&gt;
The company&#039;s provisions officer as he prefers to be called, is a strange fellow named Rathaen. Strange in so much that he is shaped like a dwarf made completely of brass. His eyes are two precious gemstones and he seems to possess strength enough to pound out metal in his smithe by hand. He is often dodging the curiosities of the local wizard, Shalahazz who has offered to pay him to be studied. Rathaen insists, however, that he has no need of earthly treasures though he is quite fond of masterful works of weapons and art, especially stone and metal carved art which he will gladly pay a lot for. Though Rathaen seems to be a construct of some sort, he has a personality and appears to be free willed, even stubborn in some regards. He is forthright and open to the fact that he has no memory or knowledge of where he has come from or what, exactly, he is. &lt;br /&gt;
The prices that Rathaen charge are very fair, only slightly above the standard prices in towns and cities due to the short resources and supply and demand, especially for arrows and bolts and any &amp;quot;profits&amp;quot; he makes that he doesn&#039;t use to buy artwork from travelers he gives to the Camp, itself to help it grow. &lt;br /&gt;
&lt;br /&gt;
==Places Of Interest==&lt;br /&gt;
The New Land is an unexplored, vast continent full of places both beautiful and dangerous, some even terrifying. &lt;br /&gt;
The Troupe of NewDawn have scarcely touched the surface of the land and mapped out even less of it. But a little knowledge can be better than no knowledge at all. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Peaceful Isles&#039;&#039;&#039;&lt;br /&gt;
This place is said to live up to its name and offers some food, good fishing, and resources, though these resources are limited and in order to avoid stripping the isles, the Troupe would like to find other resources in the New Land, itself. &lt;br /&gt;
This is a place where both the Troupe of NewDawn and the crew of the Silt Maiden go to relax and enjoy themselves when time allows. &lt;br /&gt;
The foliage here is green and tropical and the fish colorful and bright. The Newberries grow plentiful here, which the cooks in Camp NewDawn enjoy using for pies, drnks, and other refreshing fixings. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Island of the Witch&#039;&#039;&#039;&lt;br /&gt;
This island in contrast to the peaceful isles is a place covered in mists and mystery. The only group sent here to look around came back murderous and mindless save for a message that had been left with one man who had been controlled by something telling the Troupe to leave it alone. When the man recovered, all he could say is that &amp;quot;She&amp;quot; needed to be left alone and none have gone back to the island since. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Great Swamp&#039;&#039;&#039;&lt;br /&gt;
This great expanse of marshland is inhabited by lizardfolk and bullywugs according to the Troupe and, perhaps, a great winged beast as well that may or may not be a dragon. Some of the Troupe have been captured and eaten by the lizardfolk, making it unlikely that friendly negotiations can be made with these particular creatures. &lt;br /&gt;
Oddly enough, the Oborik attacked from this general direction and, apparently, made it through the swamps unscathed somehow. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Lush Green&#039;&#039;&#039;&lt;br /&gt;
This section of tropical woodlands is said to be ruled over by creatures known as ghost monkeys. Creatures that can control nature, steal items very stealthily, and possibly even fly. It has been proposed most recently that these creature may be upset nature spirits as they seem to attack when the trees or fruits of this area are threatened.&lt;br /&gt;
&lt;br /&gt;
The Lush Green, as the Explorers found out, was protected by a tropical treant and a host of phanatons who take the protection of this tropical forest paradise very seriously. Come to find out, another host of creatures has also started to crawl from the dark earth, spider-like beings known as the Colony of Strands.&lt;/div&gt;</summary>
		<author><name>Nyarlthotep</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=TangenT&amp;diff=376298</id>
		<title>TangenT</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=TangenT&amp;diff=376298"/>
		<updated>2020-01-14T11:00:51Z</updated>

		<summary type="html">&lt;p&gt;Nyarlthotep: /* The Journal */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=THE STORY=&lt;br /&gt;
You wake up...&lt;br /&gt;
...on a sailing ship...&lt;br /&gt;
...in a hotel room...&lt;br /&gt;
...on a slab of metal...&lt;br /&gt;
...on a train...&lt;br /&gt;
&lt;br /&gt;
Wherever it is that you wake up, you wake up without any memories. You know the basics. Who is president. Who won and lost WWII. Who the Yankees are (if you ever followed that sort of thing), what cars, boats, puppies, and candy bars are. And so on and so forth. &lt;br /&gt;
You also have a name rattling around in your head that might be your name. Then again, it might not be it really is hard to say. &lt;br /&gt;
How did you get here? Where is here? And what is happening? &lt;br /&gt;
These are the first questions to answer in the TangenT game. And the answers may be very surprising. &lt;br /&gt;
&lt;br /&gt;
=THE DISCOVERY=&lt;br /&gt;
Character creation for TangenT is about as easy as it can be. You simply describe what your character looks like and sounds like (any accents they might have, etc) any scars or tattoos they have, what kind of clothes they are wearing (top, bottom (or all in one if a dress, etc and shoes). &lt;br /&gt;
You possess no wallet. No purse. No watch or other items. No money. &lt;br /&gt;
Why? That is what you are going to find out. &lt;br /&gt;
&lt;br /&gt;
As the game progresses, you will be given opportunities to &amp;quot;build&amp;quot; your character (you see a baseball bat, are you drawn to that or the computer in the other corner of the room?) and similar situations. &lt;br /&gt;
As you pick up the Skills to use these items, you also begin to unlock memories, just minor flashes until you begin to piece them together. &lt;br /&gt;
If more than one of your decide you are attracted to the same item because you are attracted to that Skill don&#039;t worry, more than one person can know the same thing. &lt;br /&gt;
The higher the Skill level you pick (1-5), the stronger the flash of memory will be linked to that Skill. &lt;br /&gt;
You have 15 points total so be careful how many Skills you pick up right away and how high you rank them. &lt;br /&gt;
&lt;br /&gt;
=TAKING ACTION=&lt;br /&gt;
As with any game, you will want to take Action. Though TangenT is a lot more about unlocking mysteries and making discoveries about yourself and those aorund you than actually jumping into action constantly, there are still those moments and those moments need dice to roll so here is the run down. &lt;br /&gt;
&lt;br /&gt;
TangenT uses a fairly straight forward 20-sided dice mechanic to take actions that require rolls. Each Skill you possess will have a rank of 1-5 which is the Bonus you add to your dice rolls to accomplish the task you are trying to accomplish. In some circumstances and through special abilities you uncover in the game, you may roll Bonus Dice (BD). When you roll BD, you take the best number out of the dice rolled to use for your Skill roll. So if you roll you standard roll +2BD, you roll three 20-sided dice altogether and keep the best roll out of the three. &lt;br /&gt;
&lt;br /&gt;
And that&#039;s about it for how to roll Skills. &lt;br /&gt;
&lt;br /&gt;
==Actons in Combat==&lt;br /&gt;
Though Combat is not necessarily the main focus of TangenT, it is bound to happen in a RPG. The main thing to remember in Combat is that your attacks do damage depending on what you are using as a weapon and, most importantly, you take damage when you are attacks. &lt;br /&gt;
&lt;br /&gt;
Characters in TangenT begin play with 15 Life Points. If you reach 0 Life Points then you are &#039;&#039;dying&#039;&#039; and will die if no one patches you up or uses some means of bringing you back from the brink. When you bring someone (or some thing) else down to 0 Life Points, they are also &#039;&#039;dying&#039;&#039; or you have the option of killing them outright.&lt;br /&gt;
&lt;br /&gt;
=THE MYSTERY=&lt;br /&gt;
So you might already be asking what could possibly be behind a group of people waking up in a place with no memory? Well that literally might have any answer and you should expect the unexpected but I shan&#039;t ruin any surprises here. The journey is just as fun as the destination, but the destination in this case is also meant to be quite fun.&lt;br /&gt;
&lt;br /&gt;
The first mystery is one you wake up with in your head. A single name. But is this name yours? It feels like it might be or a name that is very well known to you at least. Unraveling this mystery will be as intriguing as the other mysteries you will encounter in TangenT.&lt;br /&gt;
&lt;br /&gt;
=The Mysterious=&lt;br /&gt;
These are those unfortunates who have awoken without memory and have begun on their search of discovery, both to find their pasts and, perhaps, to learn new things that didn&#039;t exist before in themselves...&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mlindeli&#039;&#039;&#039; means &#039;Guardian&#039;. I know this. It is an honorable name, a righteous name. I think it is my name. This face in the mirror does not look like my face, though. It is too old, holds too many years, and my hands are too wrinkled. Strong hands; a worker&#039;s hands, with the callouses of a laborer. But I have the long, sensitive fingers of an artist. I&#039;m skinny, but not from hunger. I have honest, black skin; close-cropped, tightly curled grey hair; an old burn scar on my left cheek that I can&#039;t remember the cause of. I look like I&#039;m in my sixties, but I feel like I&#039;m in my forties, and my body is used to activity.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Vincent Tubor&#039;&#039;&#039;. Is it an odd name? Part of me says yes, but when I interrogate that instinct I come back with... nothing. Is it my name? It sounds like a slick name and I look like a slick man. Not tall, but thin in a way that makes me seem taller, with smooth, long fingers and aquiline features. It&#039;s a bit like if you took a regular person and rolled them out thinner. My hair is dark and curly and reaches down to my shoulders. My eyes are blue-gray and inconstant. I don&#039;t have very many scars, aside from what looks like a nasty surgery scar on my abdomen. I might be in my thirties, or maybe in my forties or fifties if I take care of myself. I don&#039;t feel old, but then I don&#039;t feel like a liar, either. And I certainly don&#039;t have a trustworthy face.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Lily&#039;&#039;&#039;. It is a name, but it&#039;s also a delicate flower. Delicate is a very kind word for how I look, though fragile would be more accurate. I&#039;m small of stature, pretty and brittle like a porcelain doll, and my skin is tan but more pale than it should be. There is an old surgery scar above my heart, never a good thing. I think I could be in my late twenties, and I think I should consider myself lucky for getting to be that old. I have hazel eyes, and dark, straight hair cut in a jaw-length bob. My slender fingers are surprisingly callused, at odds with the rest of my appearance.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The tall woman with long, nearly-white blonde hair whispered a single word to herself - &#039;&#039;&#039;Ciara&#039;&#039;&#039;. A tear ran down her cheek, but why she cried, or for whom, she cannot say.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
He looks down at himself. He&#039;s wearing a blue, short-sleeve sport uniform top, with a number 7 in white emblazoned on the front. Black shorts, with a little shield crest on them reading SCUFC. Proper studded soccer boots.&lt;br /&gt;
He himself is lean, not muscular, but fit. Feeling the top of his head reveals he’s got a marine-style buzz cut. He has some eerily straight scars going across both knees, another more jagged one from his middle knuckle running down the back of his hand. He&#039;s young, he knows that, 20 max, but this isn&#039;t his first time in a hospital.&lt;br /&gt;
That&#039;s when the last bit comes into place. What&#039;s his name? Who is he?&lt;br /&gt;
The name... or something... jumps into his head. &#039;&#039;&#039;Spike&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
=The Journal=&lt;br /&gt;
==Entry: Alpha 1==&lt;br /&gt;
Entry ID : A01052022&lt;br /&gt;
&lt;br /&gt;
Note this is to be considered First Report for Mission Exception 15-01&lt;br /&gt;
&lt;br /&gt;
As we know the five subjects have gone off schedule. As with any unscheduled and unauthorized Area we are generating a route cause analysis, an immediate investigation of the Area details, as well as Subversion Determination and Deterrent protocols if deemed necessary. &lt;br /&gt;
&lt;br /&gt;
The subjects have awoken in the Tangent Area. It appears to have simple hospital equipment such as BP, Heart Rate, and Oxygen level machine and the hospital beds appear standard issue. We are not assuming they are in the same Area as we are, however, as we have learned through the course of this project that just because appearances would lead us to judge a place to be a certain Area that there are too many variables to ever be certain of this without Tracking Information. &lt;br /&gt;
Tracking is off for the subjects. &lt;br /&gt;
&lt;br /&gt;
The room they are in has no windows and not even a bathroom available. It is entered and exited through one set of double doors which appear to require a key card. The security is simplistic and it is likely that it will be bypassed before the subjects locate locals. &lt;br /&gt;
&lt;br /&gt;
The room is quite white, perhaps even an unnaturally clean white that is not concurrent with this Area. It is also a very white room and much too large and irregularly equipped to be a simple triage facility. &lt;br /&gt;
&lt;br /&gt;
I would have waited for more information before making the first report but I know that Operations has classed this a High Risk through the basic circumstances and I wish to report as much detail as quickly as possible as is protocol with High Risk level situations. &lt;br /&gt;
&lt;br /&gt;
Currently the subjects seem confused as would be normal under their circumstances. Without being able to do a proper update this may persist for some time and may create unreliable and unexpected responses. This is the primary concern currently but despite this phase of their regaining consciousness they do seem to be in good health. &lt;br /&gt;
&lt;br /&gt;
More details to follow in sequential reports.&lt;br /&gt;
&lt;br /&gt;
==Entry: Alpha 2==&lt;br /&gt;
Entry ID : A01082022&lt;br /&gt;
The subjects have made first contact with what appears to be the walking dead. &lt;br /&gt;
Suspected that they may have awoken on Tepes but the locals do not seem to display the characteristics of Nos. They are something else entirely but not breathing, nor sweating. First conversation suggests androids or artificial beings. &lt;br /&gt;
&lt;br /&gt;
No. It is much worse. This is an entirely new species of undead that call themselves the Wendigo. A full report will be comprised separately for the species team. &lt;br /&gt;
Important facts for the moment is this is a cloning level tech world and the Weendigo use the cloning technology to produce food. &lt;br /&gt;
The Wendigo&#039;s Earth apparently possesses or possessed native indigenous peoples at one time with similar legends to those found on Prime as the Wendigo name for the remaining humans on this world seems to indicate a similarity in those legends originating as cannibal spirits. &lt;br /&gt;
Immediate threat is not high but if the Wendigo representatives can be trusted, the subjects are in danger with a time frame and risk level ranging from imminent to eventual. &lt;br /&gt;
Efforts to completely locate the Tangent Earth have been, thus far, unsuccessful. Threat is compacted by apparent complete identity shutdown for the subjects meaning they will not be able to follow mission parameters. &lt;br /&gt;
It is unknown if Tangent Earth Wendigo (working name for report only) is subject to term or not. Cannot activate detection of Dark. Dark Factor is unknown. &lt;br /&gt;
&lt;br /&gt;
Location of Subjects: Designation: White Tower, Unknown location on unknown Tangent&lt;br /&gt;
&lt;br /&gt;
Directive: Operations: Level: High&lt;br /&gt;
Subjects are crucial to Mission: Final Strike as Lightbringers. Expend whatever resources necessary to locate and extract. Term of Tangent Earth should follow protocols but loss of human life should be considered negligible.&lt;br /&gt;
End of Directive&lt;br /&gt;
&lt;br /&gt;
==Entry: Alpha 3==&lt;br /&gt;
Entry ID: CC01142022&lt;br /&gt;
Please note that I am making entries on the Leads behalf as the Lead has been called to Operations. &lt;br /&gt;
Operations reports that temporary contact has been made. Attempting to debrief subjects and determine chances of recovery versus termination. Inquiries as to what will happen to Project: Final Strike will not be answered at this level. &lt;br /&gt;
&lt;br /&gt;
Subjects have exited the facility they arrived in and are currently being allowed to survey the surrounding area of the facility while accompanied by a security officer apparent of the people known as Wendigo. &lt;br /&gt;
No hostile activity has been encountered outside of the White Tower thus far but likelihood of hostile encounters is High compared to inside the Tower. &lt;br /&gt;
Landscape of this TangenT appears to be a future setting during a time of post apocalyptic event. So far no survivors or sign of life has been seen and from atmospheric sightings of the area, conditions on this world are uninhabitable for living persons. &lt;br /&gt;
Current Recommendation: Team agrees that protocols are clear. An immediate extraction or termination, as soon as safely viable must be initiated. &lt;br /&gt;
Possibility of extraction procedure is fair now that Operations has opened a link though signal must be improved from sibjects&#039; end.&lt;/div&gt;</summary>
		<author><name>Nyarlthotep</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=TangenT&amp;diff=376116</id>
		<title>TangenT</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=TangenT&amp;diff=376116"/>
		<updated>2020-01-10T06:59:31Z</updated>

		<summary type="html">&lt;p&gt;Nyarlthotep: /* The Journal */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=THE STORY=&lt;br /&gt;
You wake up...&lt;br /&gt;
...on a sailing ship...&lt;br /&gt;
...in a hotel room...&lt;br /&gt;
...on a slab of metal...&lt;br /&gt;
...on a train...&lt;br /&gt;
&lt;br /&gt;
Wherever it is that you wake up, you wake up without any memories. You know the basics. Who is president. Who won and lost WWII. Who the Yankees are (if you ever followed that sort of thing), what cars, boats, puppies, and candy bars are. And so on and so forth. &lt;br /&gt;
You also have a name rattling around in your head that might be your name. Then again, it might not be it really is hard to say. &lt;br /&gt;
How did you get here? Where is here? And what is happening? &lt;br /&gt;
These are the first questions to answer in the TangenT game. And the answers may be very surprising. &lt;br /&gt;
&lt;br /&gt;
=THE DISCOVERY=&lt;br /&gt;
Character creation for TangenT is about as easy as it can be. You simply describe what your character looks like and sounds like (any accents they might have, etc) any scars or tattoos they have, what kind of clothes they are wearing (top, bottom (or all in one if a dress, etc and shoes). &lt;br /&gt;
You possess no wallet. No purse. No watch or other items. No money. &lt;br /&gt;
Why? That is what you are going to find out. &lt;br /&gt;
&lt;br /&gt;
As the game progresses, you will be given opportunities to &amp;quot;build&amp;quot; your character (you see a baseball bat, are you drawn to that or the computer in the other corner of the room?) and similar situations. &lt;br /&gt;
As you pick up the Skills to use these items, you also begin to unlock memories, just minor flashes until you begin to piece them together. &lt;br /&gt;
If more than one of your decide you are attracted to the same item because you are attracted to that Skill don&#039;t worry, more than one person can know the same thing. &lt;br /&gt;
The higher the Skill level you pick (1-5), the stronger the flash of memory will be linked to that Skill. &lt;br /&gt;
You have 15 points total so be careful how many Skills you pick up right away and how high you rank them. &lt;br /&gt;
&lt;br /&gt;
=TAKING ACTION=&lt;br /&gt;
As with any game, you will want to take Action. Though TangenT is a lot more about unlocking mysteries and making discoveries about yourself and those aorund you than actually jumping into action constantly, there are still those moments and those moments need dice to roll so here is the run down. &lt;br /&gt;
&lt;br /&gt;
TangenT uses a fairly straight forward 20-sided dice mechanic to take actions that require rolls. Each Skill you possess will have a rank of 1-5 which is the Bonus you add to your dice rolls to accomplish the task you are trying to accomplish. In some circumstances and through special abilities you uncover in the game, you may roll Bonus Dice (BD). When you roll BD, you take the best number out of the dice rolled to use for your Skill roll. So if you roll you standard roll +2BD, you roll three 20-sided dice altogether and keep the best roll out of the three. &lt;br /&gt;
&lt;br /&gt;
And that&#039;s about it for how to roll Skills. &lt;br /&gt;
&lt;br /&gt;
==Actons in Combat==&lt;br /&gt;
Though Combat is not necessarily the main focus of TangenT, it is bound to happen in a RPG. The main thing to remember in Combat is that your attacks do damage depending on what you are using as a weapon and, most importantly, you take damage when you are attacks. &lt;br /&gt;
&lt;br /&gt;
Characters in TangenT begin play with 15 Life Points. If you reach 0 Life Points then you are &#039;&#039;dying&#039;&#039; and will die if no one patches you up or uses some means of bringing you back from the brink. When you bring someone (or some thing) else down to 0 Life Points, they are also &#039;&#039;dying&#039;&#039; or you have the option of killing them outright.&lt;br /&gt;
&lt;br /&gt;
=THE MYSTERY=&lt;br /&gt;
So you might already be asking what could possibly be behind a group of people waking up in a place with no memory? Well that literally might have any answer and you should expect the unexpected but I shan&#039;t ruin any surprises here. The journey is just as fun as the destination, but the destination in this case is also meant to be quite fun.&lt;br /&gt;
&lt;br /&gt;
The first mystery is one you wake up with in your head. A single name. But is this name yours? It feels like it might be or a name that is very well known to you at least. Unraveling this mystery will be as intriguing as the other mysteries you will encounter in TangenT.&lt;br /&gt;
&lt;br /&gt;
=The Mysterious=&lt;br /&gt;
These are those unfortunates who have awoken without memory and have begun on their search of discovery, both to find their pasts and, perhaps, to learn new things that didn&#039;t exist before in themselves...&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mlindeli&#039;&#039;&#039; means &#039;Guardian&#039;. I know this. It is an honorable name, a righteous name. I think it is my name. This face in the mirror does not look like my face, though. It is too old, holds too many years, and my hands are too wrinkled. Strong hands; a worker&#039;s hands, with the callouses of a laborer. But I have the long, sensitive fingers of an artist. I&#039;m skinny, but not from hunger. I have honest, black skin; close-cropped, tightly curled grey hair; an old burn scar on my left cheek that I can&#039;t remember the cause of. I look like I&#039;m in my sixties, but I feel like I&#039;m in my forties, and my body is used to activity.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Vincent Tubor&#039;&#039;&#039;. Is it an odd name? Part of me says yes, but when I interrogate that instinct I come back with... nothing. Is it my name? It sounds like a slick name and I look like a slick man. Not tall, but thin in a way that makes me seem taller, with smooth, long fingers and aquiline features. It&#039;s a bit like if you took a regular person and rolled them out thinner. My hair is dark and curly and reaches down to my shoulders. My eyes are blue-gray and inconstant. I don&#039;t have very many scars, aside from what looks like a nasty surgery scar on my abdomen. I might be in my thirties, or maybe in my forties or fifties if I take care of myself. I don&#039;t feel old, but then I don&#039;t feel like a liar, either. And I certainly don&#039;t have a trustworthy face.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Lily&#039;&#039;&#039;. It is a name, but it&#039;s also a delicate flower. Delicate is a very kind word for how I look, though fragile would be more accurate. I&#039;m small of stature, pretty and brittle like a porcelain doll, and my skin is tan but more pale than it should be. There is an old surgery scar above my heart, never a good thing. I think I could be in my late twenties, and I think I should consider myself lucky for getting to be that old. I have hazel eyes, and dark, straight hair cut in a jaw-length bob. My slender fingers are surprisingly callused, at odds with the rest of my appearance.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The tall woman with long, nearly-white blonde hair whispered a single word to herself - &#039;&#039;&#039;Ciara&#039;&#039;&#039;. A tear ran down her cheek, but why she cried, or for whom, she cannot say.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
He looks down at himself. He&#039;s wearing a blue, short-sleeve sport uniform top, with a number 7 in white emblazoned on the front. Black shorts, with a little shield crest on them reading SCUFC. Proper studded soccer boots.&lt;br /&gt;
He himself is lean, not muscular, but fit. Feeling the top of his head reveals he’s got a marine-style buzz cut. He has some eerily straight scars going across both knees, another more jagged one from his middle knuckle running down the back of his hand. He&#039;s young, he knows that, 20 max, but this isn&#039;t his first time in a hospital.&lt;br /&gt;
That&#039;s when the last bit comes into place. What&#039;s his name? Who is he?&lt;br /&gt;
The name... or something... jumps into his head. &#039;&#039;&#039;Spike&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
=The Journal=&lt;br /&gt;
Entry: Alpha 1&lt;br /&gt;
Entry ID : A01052022&lt;br /&gt;
&lt;br /&gt;
Note this is to be considered First Report for Mission Exception 15-01&lt;br /&gt;
&lt;br /&gt;
As we know the five subjects have gone off schedule. As with any unscheduled and unauthorized Area we are generating a route cause analysis, an immediate investigation of the Area details, as well as Subversion Determination and Deterrent protocols if deemed necessary. &lt;br /&gt;
&lt;br /&gt;
The subjects have awoken in the Tangent Area. It appears to have simple hospital equipment such as BP, Heart Rate, and Oxygen level machine and the hospital beds appear standard issue. We are not assuming they are in the same Area as we are, however, as we have learned through the course of this project that just because appearances would lead us to judge a place to be a certain Area that there are too many variables to ever be certain of this without Tracking Information. &lt;br /&gt;
Tracking is off for the subjects. &lt;br /&gt;
&lt;br /&gt;
The room they are in has no windows and not even a bathroom available. It is entered and exited through one set of double doors which appear to require a key card. The security is simplistic and it is likely that it will be bypassed before the subjects locate locals. &lt;br /&gt;
&lt;br /&gt;
The room is quite white, perhaps even an unnaturally clean white that is not concurrent with this Area. It is also a very white room and much too large and irregularly equipped to be a simple triage facility. &lt;br /&gt;
&lt;br /&gt;
I would have waited for more information before making the first report but I know that Operations has classed this a High Risk through the basic circumstances and I wish to report as much detail as quickly as possible as is protocol with High Risk level situations. &lt;br /&gt;
&lt;br /&gt;
Currently the subjects seem confused as would be normal under their circumstances. Without being able to do a proper update this may persist for some time and may create unreliable and unexpected responses. This is the primary concern currently but despite this phase of their regaining consciousness they do seem to be in good health. &lt;br /&gt;
&lt;br /&gt;
More details to follow in sequential reports.&lt;br /&gt;
&lt;br /&gt;
Entry: Alpha 2 Entry ID : A01082022&lt;br /&gt;
The subjects have made first contact with what appears to be the walking dead. &lt;br /&gt;
Suspected that they may have awoken on Tepes but the locals do not seem to display the characteristics of Nos. They are something else entirely but not breathing, nor sweating. First conversation suggests androids or artificial beings. &lt;br /&gt;
&lt;br /&gt;
No. It is much worse. This is an entirely new species of undead that call themselves the Wendigo. A full report will be comprised separately for the species team. &lt;br /&gt;
Important facts for the moment is this is a cloning level tech world and the Weendigo use the cloning technology to produce food. &lt;br /&gt;
The Wendigo&#039;s Earth apparently possesses or possessed native indigenous peoples at one time with similar legends to those found on Prime as the Wendigo name for the remaining humans on this world seems to indicate a similarity in those legends originating as cannibal spirits. &lt;br /&gt;
Immediate threat is not high but if the Wendigo representatives can be trusted, the subjects are in danger with a time frame and risk level ranging from imminent to eventual. &lt;br /&gt;
Efforts to completely locate the Tangent Earth have been, thus far, unsuccessful. Threat is compacted by apparent complete identity shutdown for the subjects meaning they will not be able to follow mission parameters. &lt;br /&gt;
It is unknown if Tangent Earth Wendigo (working name for report only) is subject to term or not. Cannot activate detection of Dark. Dark Factor is unknown. &lt;br /&gt;
&lt;br /&gt;
Location of Subjects: Designation: White Tower, Unknown location on unknown Tangent&lt;br /&gt;
&lt;br /&gt;
Directive: Operations: Level: High&lt;br /&gt;
Subjects are crucial to Mission: Final Strike as Lightbringers. Expend whatever resources necessary to locate and extract. Term of Tangent Earth should follow protocols but loss of human life should be considered negligible.&lt;br /&gt;
End of Directive&lt;/div&gt;</summary>
		<author><name>Nyarlthotep</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=TangenT&amp;diff=376115</id>
		<title>TangenT</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=TangenT&amp;diff=376115"/>
		<updated>2020-01-10T06:58:25Z</updated>

		<summary type="html">&lt;p&gt;Nyarlthotep: /* The Journal */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=THE STORY=&lt;br /&gt;
You wake up...&lt;br /&gt;
...on a sailing ship...&lt;br /&gt;
...in a hotel room...&lt;br /&gt;
...on a slab of metal...&lt;br /&gt;
...on a train...&lt;br /&gt;
&lt;br /&gt;
Wherever it is that you wake up, you wake up without any memories. You know the basics. Who is president. Who won and lost WWII. Who the Yankees are (if you ever followed that sort of thing), what cars, boats, puppies, and candy bars are. And so on and so forth. &lt;br /&gt;
You also have a name rattling around in your head that might be your name. Then again, it might not be it really is hard to say. &lt;br /&gt;
How did you get here? Where is here? And what is happening? &lt;br /&gt;
These are the first questions to answer in the TangenT game. And the answers may be very surprising. &lt;br /&gt;
&lt;br /&gt;
=THE DISCOVERY=&lt;br /&gt;
Character creation for TangenT is about as easy as it can be. You simply describe what your character looks like and sounds like (any accents they might have, etc) any scars or tattoos they have, what kind of clothes they are wearing (top, bottom (or all in one if a dress, etc and shoes). &lt;br /&gt;
You possess no wallet. No purse. No watch or other items. No money. &lt;br /&gt;
Why? That is what you are going to find out. &lt;br /&gt;
&lt;br /&gt;
As the game progresses, you will be given opportunities to &amp;quot;build&amp;quot; your character (you see a baseball bat, are you drawn to that or the computer in the other corner of the room?) and similar situations. &lt;br /&gt;
As you pick up the Skills to use these items, you also begin to unlock memories, just minor flashes until you begin to piece them together. &lt;br /&gt;
If more than one of your decide you are attracted to the same item because you are attracted to that Skill don&#039;t worry, more than one person can know the same thing. &lt;br /&gt;
The higher the Skill level you pick (1-5), the stronger the flash of memory will be linked to that Skill. &lt;br /&gt;
You have 15 points total so be careful how many Skills you pick up right away and how high you rank them. &lt;br /&gt;
&lt;br /&gt;
=TAKING ACTION=&lt;br /&gt;
As with any game, you will want to take Action. Though TangenT is a lot more about unlocking mysteries and making discoveries about yourself and those aorund you than actually jumping into action constantly, there are still those moments and those moments need dice to roll so here is the run down. &lt;br /&gt;
&lt;br /&gt;
TangenT uses a fairly straight forward 20-sided dice mechanic to take actions that require rolls. Each Skill you possess will have a rank of 1-5 which is the Bonus you add to your dice rolls to accomplish the task you are trying to accomplish. In some circumstances and through special abilities you uncover in the game, you may roll Bonus Dice (BD). When you roll BD, you take the best number out of the dice rolled to use for your Skill roll. So if you roll you standard roll +2BD, you roll three 20-sided dice altogether and keep the best roll out of the three. &lt;br /&gt;
&lt;br /&gt;
And that&#039;s about it for how to roll Skills. &lt;br /&gt;
&lt;br /&gt;
==Actons in Combat==&lt;br /&gt;
Though Combat is not necessarily the main focus of TangenT, it is bound to happen in a RPG. The main thing to remember in Combat is that your attacks do damage depending on what you are using as a weapon and, most importantly, you take damage when you are attacks. &lt;br /&gt;
&lt;br /&gt;
Characters in TangenT begin play with 15 Life Points. If you reach 0 Life Points then you are &#039;&#039;dying&#039;&#039; and will die if no one patches you up or uses some means of bringing you back from the brink. When you bring someone (or some thing) else down to 0 Life Points, they are also &#039;&#039;dying&#039;&#039; or you have the option of killing them outright.&lt;br /&gt;
&lt;br /&gt;
=THE MYSTERY=&lt;br /&gt;
So you might already be asking what could possibly be behind a group of people waking up in a place with no memory? Well that literally might have any answer and you should expect the unexpected but I shan&#039;t ruin any surprises here. The journey is just as fun as the destination, but the destination in this case is also meant to be quite fun.&lt;br /&gt;
&lt;br /&gt;
The first mystery is one you wake up with in your head. A single name. But is this name yours? It feels like it might be or a name that is very well known to you at least. Unraveling this mystery will be as intriguing as the other mysteries you will encounter in TangenT.&lt;br /&gt;
&lt;br /&gt;
=The Mysterious=&lt;br /&gt;
These are those unfortunates who have awoken without memory and have begun on their search of discovery, both to find their pasts and, perhaps, to learn new things that didn&#039;t exist before in themselves...&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mlindeli&#039;&#039;&#039; means &#039;Guardian&#039;. I know this. It is an honorable name, a righteous name. I think it is my name. This face in the mirror does not look like my face, though. It is too old, holds too many years, and my hands are too wrinkled. Strong hands; a worker&#039;s hands, with the callouses of a laborer. But I have the long, sensitive fingers of an artist. I&#039;m skinny, but not from hunger. I have honest, black skin; close-cropped, tightly curled grey hair; an old burn scar on my left cheek that I can&#039;t remember the cause of. I look like I&#039;m in my sixties, but I feel like I&#039;m in my forties, and my body is used to activity.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Vincent Tubor&#039;&#039;&#039;. Is it an odd name? Part of me says yes, but when I interrogate that instinct I come back with... nothing. Is it my name? It sounds like a slick name and I look like a slick man. Not tall, but thin in a way that makes me seem taller, with smooth, long fingers and aquiline features. It&#039;s a bit like if you took a regular person and rolled them out thinner. My hair is dark and curly and reaches down to my shoulders. My eyes are blue-gray and inconstant. I don&#039;t have very many scars, aside from what looks like a nasty surgery scar on my abdomen. I might be in my thirties, or maybe in my forties or fifties if I take care of myself. I don&#039;t feel old, but then I don&#039;t feel like a liar, either. And I certainly don&#039;t have a trustworthy face.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Lily&#039;&#039;&#039;. It is a name, but it&#039;s also a delicate flower. Delicate is a very kind word for how I look, though fragile would be more accurate. I&#039;m small of stature, pretty and brittle like a porcelain doll, and my skin is tan but more pale than it should be. There is an old surgery scar above my heart, never a good thing. I think I could be in my late twenties, and I think I should consider myself lucky for getting to be that old. I have hazel eyes, and dark, straight hair cut in a jaw-length bob. My slender fingers are surprisingly callused, at odds with the rest of my appearance.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The tall woman with long, nearly-white blonde hair whispered a single word to herself - &#039;&#039;&#039;Ciara&#039;&#039;&#039;. A tear ran down her cheek, but why she cried, or for whom, she cannot say.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
He looks down at himself. He&#039;s wearing a blue, short-sleeve sport uniform top, with a number 7 in white emblazoned on the front. Black shorts, with a little shield crest on them reading SCUFC. Proper studded soccer boots.&lt;br /&gt;
He himself is lean, not muscular, but fit. Feeling the top of his head reveals he’s got a marine-style buzz cut. He has some eerily straight scars going across both knees, another more jagged one from his middle knuckle running down the back of his hand. He&#039;s young, he knows that, 20 max, but this isn&#039;t his first time in a hospital.&lt;br /&gt;
That&#039;s when the last bit comes into place. What&#039;s his name? Who is he?&lt;br /&gt;
The name... or something... jumps into his head. &#039;&#039;&#039;Spike&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
=The Journal=&lt;br /&gt;
Entry: Alpha 1&lt;br /&gt;
Entry ID : A01052022&lt;br /&gt;
&lt;br /&gt;
Note this is to be considered First Report for Mission Exception 15-01&lt;br /&gt;
&lt;br /&gt;
As we know the five subjects have gone off schedule. As with any unscheduled and unauthorized Area we are generating a route cause analysis, an immediate investigation of the Area details, as well as Subversion Determination and Deterrent protocols if deemed necessary. &lt;br /&gt;
&lt;br /&gt;
The subjects have awoken in the Tangent Area. It appears to have simple hospital equipment such as BP, Heart Rate, and Oxygen level machine and the hospital beds appear standard issue. We are not assuming they are in the same Area as we are, however, as we have learned through the course of this project that just because appearances would lead us to judge a place to be a certain Area that there are too many variables to ever be certain of this without Tracking Information. &lt;br /&gt;
Tracking is off for the subjects. &lt;br /&gt;
&lt;br /&gt;
The room they are in has no windows and not even a bathroom available. It is entered and exited through one set of double doors which appear to require a key card. The security is simplistic and it is likely that it will be bypassed before the subjects locate locals. &lt;br /&gt;
&lt;br /&gt;
The room is quite white, perhaps even an unnaturally clean white that is not concurrent with this Area. It is also a very white room and much too large and irregularly equipped to be a simple triage facility. &lt;br /&gt;
&lt;br /&gt;
I would have waited for more information before making the first report but I know that Operations has classed this a High Risk through the basic circumstances and I wish to report as much detail as quickly as possible as is protocol with High Risk level situations. &lt;br /&gt;
&lt;br /&gt;
Currently the subjects seem confused as would be normal under their circumstances. Without being able to do a proper update this may persist for some time and may create unreliable and unexpected responses. This is the primary concern currently but despite this phase of their regaining consciousness they do seem to be in good health. &lt;br /&gt;
&lt;br /&gt;
More details to follow in sequential reports.&lt;br /&gt;
&lt;br /&gt;
Entry: Alpha 2 Entry ID : A01082022&lt;br /&gt;
The subjects have made first contact with what appears to be the walking dead. &lt;br /&gt;
Suspected that they may have awoken on Tepes but the locals do not seem to display the characteristics of Nos. They are something else entirely but not breathing, nor sweating. First conversation suggests androids or artificial beings. &lt;br /&gt;
&lt;br /&gt;
No. It is much worse. This is an entirely new species of undead that call themselves the Wendigo. A full report will be comprised separately for the species team. &lt;br /&gt;
Important facts for the moment is this is a cloning level tech world and the Weendigo use the cloning technology to produce food. &lt;br /&gt;
The Wendigo&#039;s Earth apparently possesses or possessed native indigenous peoples at one time with similar legends to those found on Prime as the Wendigo name for the remaining humans on this world seems to indicate a similarity in those legends originating as cannibal spirits. &lt;br /&gt;
Immediate threat is not high but if the Wendigo representatives can be trusted, the subjects are in danger with a time frame and risk level ranging from imminent to eventual. &lt;br /&gt;
Efforts to completely locate the Tangent Earth have been, thus far, unsuccessful. Threat is compacted by apparent complete identity shutdown for the subjects meaning they will not be able to follow mission parameters. &lt;br /&gt;
It is unknown if Tangent Earth Wendigo (working name for report only) is subject to term or not. Cannot activate detection of Dark. Dark Factor is unknown. &lt;br /&gt;
&lt;br /&gt;
Directive: Operations: Level: High&lt;br /&gt;
Subjects are crucial to Mission: Final Strike as Lightbringers. Expend whatever resources necessary to locate and extract. Term of Tangent Earth should follow protocols but loss of human life should be considered negligible.&lt;br /&gt;
End of Directive&lt;/div&gt;</summary>
		<author><name>Nyarlthotep</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=TangenT&amp;diff=375936</id>
		<title>TangenT</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=TangenT&amp;diff=375936"/>
		<updated>2020-01-05T09:01:41Z</updated>

		<summary type="html">&lt;p&gt;Nyarlthotep: /* The Journal */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=THE STORY=&lt;br /&gt;
You wake up...&lt;br /&gt;
...on a sailing ship...&lt;br /&gt;
...in a hotel room...&lt;br /&gt;
...on a slab of metal...&lt;br /&gt;
...on a train...&lt;br /&gt;
&lt;br /&gt;
Wherever it is that you wake up, you wake up without any memories. You know the basics. Who is president. Who won and lost WWII. Who the Yankees are (if you ever followed that sort of thing), what cars, boats, puppies, and candy bars are. And so on and so forth. &lt;br /&gt;
You also have a name rattling around in your head that might be your name. Then again, it might not be it really is hard to say. &lt;br /&gt;
How did you get here? Where is here? And what is happening? &lt;br /&gt;
These are the first questions to answer in the TangenT game. And the answers may be very surprising. &lt;br /&gt;
&lt;br /&gt;
=THE DISCOVERY=&lt;br /&gt;
Character creation for TangenT is about as easy as it can be. You simply describe what your character looks like and sounds like (any accents they might have, etc) any scars or tattoos they have, what kind of clothes they are wearing (top, bottom (or all in one if a dress, etc and shoes). &lt;br /&gt;
You possess no wallet. No purse. No watch or other items. No money. &lt;br /&gt;
Why? That is what you are going to find out. &lt;br /&gt;
&lt;br /&gt;
As the game progresses, you will be given opportunities to &amp;quot;build&amp;quot; your character (you see a baseball bat, are you drawn to that or the computer in the other corner of the room?) and similar situations. &lt;br /&gt;
As you pick up the Skills to use these items, you also begin to unlock memories, just minor flashes until you begin to piece them together. &lt;br /&gt;
If more than one of your decide you are attracted to the same item because you are attracted to that Skill don&#039;t worry, more than one person can know the same thing. &lt;br /&gt;
The higher the Skill level you pick (1-5), the stronger the flash of memory will be linked to that Skill. &lt;br /&gt;
You have 15 points total so be careful how many Skills you pick up right away and how high you rank them. &lt;br /&gt;
&lt;br /&gt;
=TAKING ACTION=&lt;br /&gt;
As with any game, you will want to take Action. Though TangenT is a lot more about unlocking mysteries and making discoveries about yourself and those aorund you than actually jumping into action constantly, there are still those moments and those moments need dice to roll so here is the run down. &lt;br /&gt;
&lt;br /&gt;
TangenT uses a fairly straight forward 20-sided dice mechanic to take actions that require rolls. Each Skill you possess will have a rank of 1-5 which is the Bonus you add to your dice rolls to accomplish the task you are trying to accomplish. In some circumstances and through special abilities you uncover in the game, you may roll Bonus Dice (BD). When you roll BD, you take the best number out of the dice rolled to use for your Skill roll. So if you roll you standard roll +2BD, you roll three 20-sided dice altogether and keep the best roll out of the three. &lt;br /&gt;
&lt;br /&gt;
And that&#039;s about it for how to roll Skills. &lt;br /&gt;
&lt;br /&gt;
==Actons in Combat==&lt;br /&gt;
Though Combat is not necessarily the main focus of TangenT, it is bound to happen in a RPG. The main thing to remember in Combat is that your attacks do damage depending on what you are using as a weapon and, most importantly, you take damage when you are attacks. &lt;br /&gt;
&lt;br /&gt;
Characters in TangenT begin play with 15 Life Points. If you reach 0 Life Points then you are &#039;&#039;dying&#039;&#039; and will die if no one patches you up or uses some means of bringing you back from the brink. When you bring someone (or some thing) else down to 0 Life Points, they are also &#039;&#039;dying&#039;&#039; or you have the option of killing them outright.&lt;br /&gt;
&lt;br /&gt;
=THE MYSTERY=&lt;br /&gt;
So you might already be asking what could possibly be behind a group of people waking up in a place with no memory? Well that literally might have any answer and you should expect the unexpected but I shan&#039;t ruin any surprises here. The journey is just as fun as the destination, but the destination in this case is also meant to be quite fun.&lt;br /&gt;
&lt;br /&gt;
The first mystery is one you wake up with in your head. A single name. But is this name yours? It feels like it might be or a name that is very well known to you at least. Unraveling this mystery will be as intriguing as the other mysteries you will encounter in TangenT.&lt;br /&gt;
&lt;br /&gt;
=The Mysterious=&lt;br /&gt;
These are those unfortunates who have awoken without memory and have begun on their search of discovery, both to find their pasts and, perhaps, to learn new things that didn&#039;t exist before in themselves...&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mlindeli&#039;&#039;&#039; means &#039;Guardian&#039;. I know this. It is an honorable name, a righteous name. I think it is my name. This face in the mirror does not look like my face, though. It is too old, holds too many years, and my hands are too wrinkled. Strong hands; a worker&#039;s hands, with the callouses of a laborer. But I have the long, sensitive fingers of an artist. I&#039;m skinny, but not from hunger. I have honest, black skin; close-cropped, tightly curled grey hair; an old burn scar on my left cheek that I can&#039;t remember the cause of. I look like I&#039;m in my sixties, but I feel like I&#039;m in my forties, and my body is used to activity.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Vincent Tubor&#039;&#039;&#039;. Is it an odd name? Part of me says yes, but when I interrogate that instinct I come back with... nothing. Is it my name? It sounds like a slick name and I look like a slick man. Not tall, but thin in a way that makes me seem taller, with smooth, long fingers and aquiline features. It&#039;s a bit like if you took a regular person and rolled them out thinner. My hair is dark and curly and reaches down to my shoulders. My eyes are blue-gray and inconstant. I don&#039;t have very many scars, aside from what looks like a nasty surgery scar on my abdomen. I might be in my thirties, or maybe in my forties or fifties if I take care of myself. I don&#039;t feel old, but then I don&#039;t feel like a liar, either. And I certainly don&#039;t have a trustworthy face.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Lily&#039;&#039;&#039;. It is a name, but it&#039;s also a delicate flower. Delicate is a very kind word for how I look, though fragile would be more accurate. I&#039;m small of stature, pretty and brittle like a porcelain doll, and my skin is tan but more pale than it should be. There is an old surgery scar above my heart, never a good thing. I think I could be in my late twenties, and I think I should consider myself lucky for getting to be that old. I have hazel eyes, and dark, straight hair cut in a jaw-length bob. My slender fingers are surprisingly callused, at odds with the rest of my appearance.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The tall woman with long, nearly-white blonde hair whispered a single word to herself - &#039;&#039;&#039;Ciara&#039;&#039;&#039;. A tear ran down her cheek, but why she cried, or for whom, she cannot say.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
He looks down at himself. He&#039;s wearing a blue, short-sleeve sport uniform top, with a number 7 in white emblazoned on the front. Black shorts, with a little shield crest on them reading SCUFC. Proper studded soccer boots.&lt;br /&gt;
He himself is lean, not muscular, but fit. Feeling the top of his head reveals he’s got a marine-style buzz cut. He has some eerily straight scars going across both knees, another more jagged one from his middle knuckle running down the back of his hand. He&#039;s young, he knows that, 20 max, but this isn&#039;t his first time in a hospital.&lt;br /&gt;
That&#039;s when the last bit comes into place. What&#039;s his name? Who is he?&lt;br /&gt;
The name... or something... jumps into his head. &#039;&#039;&#039;Spike&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
=The Journal=&lt;br /&gt;
Entry: Alpha 1&lt;br /&gt;
Entry ID : A01052022&lt;br /&gt;
&lt;br /&gt;
Note this is to be considered First Report for Mission Exception 15-01&lt;br /&gt;
&lt;br /&gt;
As we know the five subjects have gone off schedule. As with any unscheduled and unauthorized Area we are generating a route cause analysis, an immediate investigation of the Area details, as well as Subversion Determination and Deterrent protocols if deemed necessary. &lt;br /&gt;
&lt;br /&gt;
The subjects have awoken in the Tangent Area. It appears to have simple hospital equipment such as BP, Heart Rate, and Oxygen level machine and the hospital beds appear standard issue. We are not assuming they are in the same Area as we are, however, as we have learned through the course of this project that just because appearances would lead us to judge a place to be a certain Area that there are too many variables to ever be certain of this without Tracking Information. &lt;br /&gt;
Tracking is off for the subjects. &lt;br /&gt;
&lt;br /&gt;
The room they are in has no windows and not even a bathroom available. It is entered and exited through one set of double doors which appear to require a key card. The security is simplistic and it is likely that it will be bypassed before the subjects locate locals. &lt;br /&gt;
&lt;br /&gt;
The room is quite white, perhaps even an unnaturally clean white that is not concurrent with this Area. It is also a very white room and much too large and irregularly equipped to be a simple triage facility. &lt;br /&gt;
&lt;br /&gt;
I would have waited for more information before making the first report but I know that Operations has classed this a High Risk through the basic circumstances and I wish to report as much detail as quickly as possible as is protocol with High Risk level situations. &lt;br /&gt;
&lt;br /&gt;
Currently the subjects seem confused as would be normal under their circumstances. Without being able to do a proper update this may persist for some time and may create unreliable and unexpected responses. This is the primary concern currently but despite this phase of their regaining consciousness they do seem to be in good health. &lt;br /&gt;
&lt;br /&gt;
More details to follow in sequential reports.&lt;/div&gt;</summary>
		<author><name>Nyarlthotep</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=TangenT&amp;diff=375935</id>
		<title>TangenT</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=TangenT&amp;diff=375935"/>
		<updated>2020-01-05T08:46:21Z</updated>

		<summary type="html">&lt;p&gt;Nyarlthotep: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=THE STORY=&lt;br /&gt;
You wake up...&lt;br /&gt;
...on a sailing ship...&lt;br /&gt;
...in a hotel room...&lt;br /&gt;
...on a slab of metal...&lt;br /&gt;
...on a train...&lt;br /&gt;
&lt;br /&gt;
Wherever it is that you wake up, you wake up without any memories. You know the basics. Who is president. Who won and lost WWII. Who the Yankees are (if you ever followed that sort of thing), what cars, boats, puppies, and candy bars are. And so on and so forth. &lt;br /&gt;
You also have a name rattling around in your head that might be your name. Then again, it might not be it really is hard to say. &lt;br /&gt;
How did you get here? Where is here? And what is happening? &lt;br /&gt;
These are the first questions to answer in the TangenT game. And the answers may be very surprising. &lt;br /&gt;
&lt;br /&gt;
=THE DISCOVERY=&lt;br /&gt;
Character creation for TangenT is about as easy as it can be. You simply describe what your character looks like and sounds like (any accents they might have, etc) any scars or tattoos they have, what kind of clothes they are wearing (top, bottom (or all in one if a dress, etc and shoes). &lt;br /&gt;
You possess no wallet. No purse. No watch or other items. No money. &lt;br /&gt;
Why? That is what you are going to find out. &lt;br /&gt;
&lt;br /&gt;
As the game progresses, you will be given opportunities to &amp;quot;build&amp;quot; your character (you see a baseball bat, are you drawn to that or the computer in the other corner of the room?) and similar situations. &lt;br /&gt;
As you pick up the Skills to use these items, you also begin to unlock memories, just minor flashes until you begin to piece them together. &lt;br /&gt;
If more than one of your decide you are attracted to the same item because you are attracted to that Skill don&#039;t worry, more than one person can know the same thing. &lt;br /&gt;
The higher the Skill level you pick (1-5), the stronger the flash of memory will be linked to that Skill. &lt;br /&gt;
You have 15 points total so be careful how many Skills you pick up right away and how high you rank them. &lt;br /&gt;
&lt;br /&gt;
=TAKING ACTION=&lt;br /&gt;
As with any game, you will want to take Action. Though TangenT is a lot more about unlocking mysteries and making discoveries about yourself and those aorund you than actually jumping into action constantly, there are still those moments and those moments need dice to roll so here is the run down. &lt;br /&gt;
&lt;br /&gt;
TangenT uses a fairly straight forward 20-sided dice mechanic to take actions that require rolls. Each Skill you possess will have a rank of 1-5 which is the Bonus you add to your dice rolls to accomplish the task you are trying to accomplish. In some circumstances and through special abilities you uncover in the game, you may roll Bonus Dice (BD). When you roll BD, you take the best number out of the dice rolled to use for your Skill roll. So if you roll you standard roll +2BD, you roll three 20-sided dice altogether and keep the best roll out of the three. &lt;br /&gt;
&lt;br /&gt;
And that&#039;s about it for how to roll Skills. &lt;br /&gt;
&lt;br /&gt;
==Actons in Combat==&lt;br /&gt;
Though Combat is not necessarily the main focus of TangenT, it is bound to happen in a RPG. The main thing to remember in Combat is that your attacks do damage depending on what you are using as a weapon and, most importantly, you take damage when you are attacks. &lt;br /&gt;
&lt;br /&gt;
Characters in TangenT begin play with 15 Life Points. If you reach 0 Life Points then you are &#039;&#039;dying&#039;&#039; and will die if no one patches you up or uses some means of bringing you back from the brink. When you bring someone (or some thing) else down to 0 Life Points, they are also &#039;&#039;dying&#039;&#039; or you have the option of killing them outright.&lt;br /&gt;
&lt;br /&gt;
=THE MYSTERY=&lt;br /&gt;
So you might already be asking what could possibly be behind a group of people waking up in a place with no memory? Well that literally might have any answer and you should expect the unexpected but I shan&#039;t ruin any surprises here. The journey is just as fun as the destination, but the destination in this case is also meant to be quite fun.&lt;br /&gt;
&lt;br /&gt;
The first mystery is one you wake up with in your head. A single name. But is this name yours? It feels like it might be or a name that is very well known to you at least. Unraveling this mystery will be as intriguing as the other mysteries you will encounter in TangenT.&lt;br /&gt;
&lt;br /&gt;
=The Mysterious=&lt;br /&gt;
These are those unfortunates who have awoken without memory and have begun on their search of discovery, both to find their pasts and, perhaps, to learn new things that didn&#039;t exist before in themselves...&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mlindeli&#039;&#039;&#039; means &#039;Guardian&#039;. I know this. It is an honorable name, a righteous name. I think it is my name. This face in the mirror does not look like my face, though. It is too old, holds too many years, and my hands are too wrinkled. Strong hands; a worker&#039;s hands, with the callouses of a laborer. But I have the long, sensitive fingers of an artist. I&#039;m skinny, but not from hunger. I have honest, black skin; close-cropped, tightly curled grey hair; an old burn scar on my left cheek that I can&#039;t remember the cause of. I look like I&#039;m in my sixties, but I feel like I&#039;m in my forties, and my body is used to activity.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Vincent Tubor&#039;&#039;&#039;. Is it an odd name? Part of me says yes, but when I interrogate that instinct I come back with... nothing. Is it my name? It sounds like a slick name and I look like a slick man. Not tall, but thin in a way that makes me seem taller, with smooth, long fingers and aquiline features. It&#039;s a bit like if you took a regular person and rolled them out thinner. My hair is dark and curly and reaches down to my shoulders. My eyes are blue-gray and inconstant. I don&#039;t have very many scars, aside from what looks like a nasty surgery scar on my abdomen. I might be in my thirties, or maybe in my forties or fifties if I take care of myself. I don&#039;t feel old, but then I don&#039;t feel like a liar, either. And I certainly don&#039;t have a trustworthy face.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Lily&#039;&#039;&#039;. It is a name, but it&#039;s also a delicate flower. Delicate is a very kind word for how I look, though fragile would be more accurate. I&#039;m small of stature, pretty and brittle like a porcelain doll, and my skin is tan but more pale than it should be. There is an old surgery scar above my heart, never a good thing. I think I could be in my late twenties, and I think I should consider myself lucky for getting to be that old. I have hazel eyes, and dark, straight hair cut in a jaw-length bob. My slender fingers are surprisingly callused, at odds with the rest of my appearance.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The tall woman with long, nearly-white blonde hair whispered a single word to herself - &#039;&#039;&#039;Ciara&#039;&#039;&#039;. A tear ran down her cheek, but why she cried, or for whom, she cannot say.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
He looks down at himself. He&#039;s wearing a blue, short-sleeve sport uniform top, with a number 7 in white emblazoned on the front. Black shorts, with a little shield crest on them reading SCUFC. Proper studded soccer boots.&lt;br /&gt;
He himself is lean, not muscular, but fit. Feeling the top of his head reveals he’s got a marine-style buzz cut. He has some eerily straight scars going across both knees, another more jagged one from his middle knuckle running down the back of his hand. He&#039;s young, he knows that, 20 max, but this isn&#039;t his first time in a hospital.&lt;br /&gt;
That&#039;s when the last bit comes into place. What&#039;s his name? Who is he?&lt;br /&gt;
The name... or something... jumps into his head. &#039;&#039;&#039;Spike&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
=The Journal=&lt;br /&gt;
The subjects have awoken in what appears to be a hospital room, except that it&#039;s not of course. This is to be expected since they are in an unscheduled and unauthorized Area. &lt;br /&gt;
Operations is not happy about this. Not one bit. Still working on how this happened. &lt;br /&gt;
The room they are in is larger than a simple triage center and it is oddly shaped, a round room with no windows or other discernable side rooms. There does not eve appear to be a bathroom in this area. &lt;br /&gt;
There is a single door with an electronic security lock. It looks basic though you can never tell when they are in a strange Area, even one that seems so familiar to us. &lt;br /&gt;
The subjects seem confused but safe. &lt;br /&gt;
Further reports with what we hope is more details of the Area to follow.&lt;/div&gt;</summary>
		<author><name>Nyarlthotep</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=The_Land_of_Spoils_and_Promised_Danger&amp;diff=375845</id>
		<title>The Land of Spoils and Promised Danger</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=The_Land_of_Spoils_and_Promised_Danger&amp;diff=375845"/>
		<updated>2020-01-03T06:46:41Z</updated>

		<summary type="html">&lt;p&gt;Nyarlthotep: /* Places Of Interest */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=The Background=&lt;br /&gt;
It is the largest unexplored continent in the World (for the World is what the everyday folk call this orb on which life teems while the learned scholars name the place Taermus).&lt;br /&gt;
This great new land is ripe for colonization by the King and Queen of Kingsland but the great minerals and other secrets hidden in the deep woods, mountains, and perhaps even in the swamps or icy glaciers are coveted by not only the throne but others who would seek out this land to plunder its spoils or to set up their own seat of power. &lt;br /&gt;
For those willing to help explore and protect the colonists of this new land, there is good work and spoils to be had for them as well. &lt;br /&gt;
Indeed, this is where we find the Troupe of the Newdawn, named for the new opportunities that await those brave explorers.&lt;br /&gt;
The Troupe has set up a consignment for able bodies explorers who would face the unknowns in this new land. &lt;br /&gt;
&lt;br /&gt;
Camp Newdawn is a modest establishment, having a makeshift &amp;quot;mess tent&amp;quot; that passes for a tavern and place to grab a small meal, the cabins where those of the Troupe and other visitors can get some rest, the Temple which is mostly devoted to Pelor but also holds a host of minor shrines as well, as well as the Officer&#039;s Tent for those of the Troupe who are considered its leaders, and a few storage tents for supplies and equipment. &lt;br /&gt;
&lt;br /&gt;
==The New Land Map==&lt;br /&gt;
As it Stands now:&lt;br /&gt;
&lt;br /&gt;
[https://imgur.com/hncwbLl]&lt;br /&gt;
&lt;br /&gt;
==Links==&lt;br /&gt;
* &#039;&#039;&#039;[https://forum.rpg.net/index.php?threads/the-land-of-spoils-and-promised-danger.856279/ In Character]&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;[https://forum.rpg.net/index.php?threads/the-land-of-spoils-and-promised-danger.856281/ Out Of Character]&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;[https://forum.rpg.net/index.php?threads/closed-recruitment-d-d-5e-the-land-of-spoils-and-promised-danger.856099/ Recruitment]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==The Explorers==&lt;br /&gt;
These are the brave (or desperate, or insane, or...nevermind) these are the explorers of the New Land. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dancer Under the Crescent Moon (Dancer to Her Allies)&#039;&#039;&#039;&lt;br /&gt;
Dancer is a Tabaxi Hexblade from the &amp;quot;Golden Deserts&amp;quot; of Kabarr in the East who wanders and looks for her next hunt, she especially has a distaste for raiders. &lt;br /&gt;
Played by: Talisman&lt;br /&gt;
[https://docs.google.com/document/d/16-GBUQ2ah_03RkX5eHMfOA6WK9xOQtMu-A4O6q50CNg/edit]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dr. Alfans Lunarre&#039;&#039;&#039;&lt;br /&gt;
The Longtooth Shifter Bloodhunter, Alfans is fresh from gaining his doctorate and ready to see the world outside of the tomes (and also a hunter of dark things).&lt;br /&gt;
Played by: Woolishly Grim&lt;br /&gt;
[https://www.dndbeyond.com/characters/20136023]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Meiovar[https://www.dndbeyond.com/profile/SturmRaven/characters/20097409]&#039;&#039;&#039;&lt;br /&gt;
This Half-Elf Sorceress is a mystery to her peers even in the collegiate realms where she studied. She roams the lands of the World looking for what might be over the next ridge and, especially, what ancient knowledge might be uncovered along the way. &lt;br /&gt;
Played by: Stormraven&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Iman&#039;&#039;&#039;&lt;br /&gt;
Iman is a Human druid who began an unremarkable life only to be sought out by her teacher and, she soon found, the World itself. She wanders the ways and wilds offering wisdom to those who seem in need of it.&lt;br /&gt;
Played by: Silvercat Moonpaw [https://wiki.rpg.net/index.php/Iman]&lt;br /&gt;
&amp;lt;!-- Iman&lt;br /&gt;
Age: 55&lt;br /&gt;
Hair: Black&lt;br /&gt;
Eyes: Brown&lt;br /&gt;
Female Human [Variant] Druid 3 (Circle of the Land [Desert])&lt;br /&gt;
Str 13 (+1), Dex 8 (-1), Con 13 (+1), Int 14 (+2), Wis 16 (+3), Cha 10 (+0)&lt;br /&gt;
Proficiency: +2&lt;br /&gt;
Armor Class: 12&lt;br /&gt;
Hit Points: 21&lt;br /&gt;
Armor: Light armor, medium armor, shields (druids will not wear armor or use shields made of metal)&lt;br /&gt;
Weapons: Clubs, daggers, darts, javelins, maces, quarterstaffs, scimitars, sickles, slings, spears&lt;br /&gt;
Tools: Herbalism kit, Cook&#039;s utensils&lt;br /&gt;
Saving Throws: Intelligence +4, Wisdom +5&lt;br /&gt;
Skills: Animal Handling +5, Insight +5, Medicine +5, Perception +5, Survival +7 (Expertise), Nature +4&lt;br /&gt;
Languages: Common, Primordial, Sylvan, Druidic&lt;br /&gt;
Feats: Prodigy (XGE)&lt;br /&gt;
Features: Druidic, Spellcasting, Wild Shape, Druid Circle (Circle of the Land [Bonus Cantrip, Natural Recovery, Circle Spells])&lt;br /&gt;
Spellcasting: Cntr: 2+1; 1st: 4; 2nd: 2; 8 minutes prep; Save DC: 13; Spell attack: +5&lt;br /&gt;
Circle Spells: blur (2nd), silence (2nd)&lt;br /&gt;
Wild Shape: Max CR: 1/4; no flying or swimming; 1 hour; 2/rest&lt;br /&gt;
Equipment: club, wooden shield, leather armor, an explorer’s pack, a druidic focus&lt;br /&gt;
Combat: +3 attack (melee); +1 attack (ranged); club 1d4+1 B&lt;br /&gt;
&lt;br /&gt;
Here&#039;s the write-up after some looking around the Internet. I really don&#039;t have much of a background in mind:&lt;br /&gt;
Not really managing to make anything of herself it was only when a senior druid walked out of the badlands and said he&#039;d been sent to find her that her life started going anywhere. Once done with training she just sort of took to wandering. In some ways she&#039;s a fantasy Taoist.Iman&lt;br /&gt;
Age: 55&lt;br /&gt;
Hair: Black&lt;br /&gt;
Eyes: Brown&lt;br /&gt;
Female Human [Variant] Druid 3 (Circle of the Land [Desert])&lt;br /&gt;
Str 13 (+1), Dex 8 (-1), Con 13 (+1), Int 14 (+2), Wis 16 (+3), Cha 10 (+0)&lt;br /&gt;
Proficiency: +2&lt;br /&gt;
Armor Class: 12&lt;br /&gt;
Hit Points: 21&lt;br /&gt;
Armor: Light armor, medium armor, shields (druids will not wear armor or use shields made of metal)&lt;br /&gt;
Weapons: Clubs, daggers, darts, javelins, maces, quarterstaffs, scimitars, sickles, slings, spears&lt;br /&gt;
Tools: Herbalism kit, Cook&#039;s utensils&lt;br /&gt;
Saving Throws: Intelligence +4, Wisdom +5&lt;br /&gt;
Skills: Animal Handling +5, Insight +5, Medicine +5, Perception +5, Survival +7 (Expertise), Nature +4&lt;br /&gt;
Languages: Common, Primordial, Sylvan, Druidic&lt;br /&gt;
Feats: Prodigy (XGE)&lt;br /&gt;
Features: Druidic, Spellcasting, Wild Shape, Druid Circle (Circle of the Land [Bonus Cantrip, Natural Recovery, Circle Spells])&lt;br /&gt;
Spellcasting: Cntr: 2+1; 1st: 4; 2nd: 2; 8 minutes prep; Save DC: 13; Spell attack: +5&lt;br /&gt;
Circle Spells: blur (2nd), silence (2nd)&lt;br /&gt;
Wild Shape: Max CR: 1/4; no flying or swimming; 1 hour; 2/rest&lt;br /&gt;
Equipment: club, wooden shield, leather armor, an explorer’s pack, a druidic focus&lt;br /&gt;
Combat: +3 attack (melee); +1 attack (ranged); club 1d4+1 B&lt;br /&gt;
&lt;br /&gt;
Here&#039;s the write-up after some looking around the Internet. I really don&#039;t have much of a background in mind:&lt;br /&gt;
Not really managing to make anything of herself it was only when a senior druid walked out of the badlands and said he&#039;d been sent to find her that her life started going anywhere. Once done with training she just sort of took to wandering. In some ways she&#039;s a fantasy Taoist. --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Thol Wolf-Brother, Son of Hrin&#039;&#039;&#039;&lt;br /&gt;
A wandering Human barbarian far from his home and clan in the Great North, Thol has great respect for his axes and his drink. His allies are happy to have him pointed at their enemies.&lt;br /&gt;
Played by: Archer &lt;br /&gt;
[https://www.dndbeyond.com/characters/20097730/Ef0tPN]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Zass&#039;&#039;&#039;&lt;br /&gt;
Zass is a Yuan Ti Pureblood, or perhaps it should be said she was until being cursed by the Fey and bound to them. Now her emotions have been unleashed as she uses stealth and magic as a Thief/Warlock to make her way through the world, lost to her own people. &lt;br /&gt;
Played by: Stattick [https://wiki.rpg.net/index.php/Zass Zass]&lt;br /&gt;
&lt;br /&gt;
==The Troupe of Newdawn==&lt;br /&gt;
The Troupe of Newdawn are a group of people who represent the influential and wealthy of Kingsland as well as the group of colonists hoping to call the New Land home one day. &lt;br /&gt;
This small group is in charge of the exploration and clearing of (when necessary) the unexplored territories of the New Land. &lt;br /&gt;
The group consists of ex soldiers from the King and Queen&#039;s army, mercenaries, and others in the opportune position to strike out for an unexplored part of the world and those who can &amp;quot;get the job done&amp;quot;. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Commandant Horris Belevante&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This stalwart human is typically seen in his retired uniform from the King&#039;s Guard. His long gray hair shows his years where his strong and confident physique doe not.&lt;br /&gt;
The Commandant oversees the entire operation of the Troupe, from everyday affairs such as ration shortages or, if the Troupe is lucky, overages, and any petty squabbles the Troupe (or its visitors) may have to larger threats such as raids by monsters or &amp;quot;competition&amp;quot; showing up. &lt;br /&gt;
Though Exploration and the purging of dangerous and vile creatures is a primary concern of the Commandant, his main concern is the safety of the Troupe (without the Troupe the operation is lost, after all) and with the help of his second, Bijinn Umi, and the &amp;quot;Good Captain Bashaar Firescale&amp;quot; is ready to evacuate the Troupe to the Captains ship, the Silt Maiden, at a moment&#039;s notice. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bijinn Umi&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Bijinn Umi is a mysterious woman, presumably human though very pale, from the Mysterious East, calling her home on the rare times she talks about her home, as the Bay of Jade. &lt;br /&gt;
Bijinn Umi does not talk a lot and seems very shy on matters that pertain to her, directly, and is very vocal on giving orders as the &amp;quot;second&amp;quot; to the Commandant. &lt;br /&gt;
She is skilled in tactics and combat both, carrying twin blades with a bluish metal tint and inspiring confidence in all of her allies. Though an enigma from an even more enigmatic land, she has won the trust and respect of her peers and is treated as one of the Troupe just as much as any who might be more &amp;quot;local&amp;quot;. &lt;br /&gt;
Bijinn Umi is responsible for a lot of the items that the Commandant just can&#039;t juggle and is, in particular, responsible for the security of Camp Newdawn. It is whispered around camp that Bijinn Umi often makes weather predictions with amazing and unnerving accuracy, impressing even the resident magical expert of the Troupe, Skalahazz.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Kalen&#039;&#039;&#039; &lt;br /&gt;
Kalen is a simple and average-appearing man until he talks, at which point he demands the attention of those aorund him with his deep voice which fits his representation and devotion to Pelor whose sun-symbol is worn about the man&#039;s neck boldly and proudly. &lt;br /&gt;
The priest of the Troupe and keeper of the Temple, a simple cabin with a major shrine to Pelor and minor shrines to &amp;quot;lesser&amp;quot; deities, Kalen serves as the Troupe&#039;s healer, spiritual guide, and simple confidant when necessary. Kalen is also seen pitching in wherever necessary (and whenever the opportunity to teach others about the Father of the Light. &lt;br /&gt;
Next to Bijinn Umi, Kalen is likey the most trusted person in the Troupe not only to the Commandant but to the Troupe as a whole. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Verna Brushbrittle&#039;&#039;&#039;&lt;br /&gt;
Verna is a halfling but no one sees her as that diminutive race, what they see in Verna is that she is a master chef that could cook for the King and Queen&#039;s table in the Great Halls themselves. &lt;br /&gt;
Verna&#039;s best talent is taking what little rations and hunted game there is in Camp Newdawn and creating something amazing from it. Her meals are the stuff of legends the way the folk of the Troupe talk and the &amp;quot;Mess Tent&amp;quot; is virtually packed and as wonderful smelling as any tavern or inn when good food and drink are about. &lt;br /&gt;
The Troupe are especially fond of the Newberry Wine, a special concoction that Verna has discovered and created from the local &amp;quot;Newberries&amp;quot; discovered in the New Land. As intoxicating as wine and as sweet as Sweet Water served in any Tavern or Inn. &lt;br /&gt;
Verna cannot be underestimated as being more than capable of taking care of herself, either. Many a man much larger than she has come to fear her switch for getting into her stores or trying to help themselves to her stew pot. &lt;br /&gt;
Her second is a young halforc boy named Timid which fits him well as he is very shy and afraid that his heritage will earn him ill will. But Verna demands respect of her cooking pupil and the Troupe give it, even calling Timid Verna&#039;s son. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Shalahazz&#039;&#039;&#039;&lt;br /&gt;
An elf whose powers are unmatched in the variety of spellcasters in the Troupe, Shalahazz&#039;s source of magic is also a deep mystery and most, even fellow spellcasters, can&#039;t pin him down as a Wizard, a Sorcerer, or a Warlock of some sort. &lt;br /&gt;
This elf looks noble born with the most sharp and perfect features of his race, but his ageless features common to his people is marred by the streak of silver in his hair which starts at the brow and continues around to his long locks. He doesn&#039;t talk about this, pointing out that the color of his hair has little to do with academia or important magical matters of the Troupe. &lt;br /&gt;
He has proven himself continuously and is known for his magical battle prowess as one of the first in the company to fight off a monster attack when the Troupe established camp, but his serious and mysterious air is often offputting to the others of the Troupe. &lt;br /&gt;
Shalahazz is often busy studying in his tent which is fairly good sized as it also serves as the magical market of the Camp though the selling and buying duties are left decidedly to Thellen Stareye the young human man under his tutelage and also the shopkeep of &amp;quot;Shalahazz&#039;s Wonders&amp;quot; as the tent has come to be called. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Troupe Watch&#039;&#039;&#039;&lt;br /&gt;
The Watch are warriors and wizards who serve to guard Camp Newdawn as well as working as gatherers of food, wood, flora, and other resources necessary to keep the Troupe sustained. Though the Watch are behooven to both Bijinn Umi and Commandant Belevante, the Watch&#039;s leader of sorts is Watch Commander Eulis (known not to her face as Eulis the Red after her former pirate name).  &lt;br /&gt;
The Watch is composed of all sorts of folks from all sorts of backgrounds who have come to be a kind of family, respecting one another despite some of their differences both culturally and ethically.  &lt;br /&gt;
All members of the Watch have proven themselves capable and, more importantly, loyal. It doesn&#039;t hurt that Eulis has made it clear that those who work against the Troupe&#039;s purpose or prove unworthy of the Troupe&#039;s trust will be exiled from the camp into the unknown of the New Land never to return on promise of death. &lt;br /&gt;
To date, this threat has only been carried out once but no one talks about the details, telling any who inquire to take it up with Eulis, herself, if they dare. &lt;br /&gt;
Thanks to the Watch and their competence as warriors and spellcasters both, the Campo has been left mostly peaceful since the first monster attack was turned away. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Oborik&#039;&#039;&#039;&lt;br /&gt;
This is a word that immediately raises alarms in the Camp as anyone coming to work for or visit the Troupe is hastenly told. &lt;br /&gt;
The Oborik are a group of monsters local to the New Land who could be called goblins or ogres or orks, save for the fact that they have a unique appearance and vary in size between all three of the before mentioned.&lt;br /&gt;
They are called Oborik because that is the only words they utter (and the Troupe isn&#039;t sure that they got the word right with the monsters&#039; thick gutterish accents). &lt;br /&gt;
The creatures are described as very pale creatures with golden wolf-like eyes and black claw-like nails. They have blood red fur which acts as hair but courses down the back of their necks and backs resembling something closer to fur. &lt;br /&gt;
They are sneaky and competent fighters but have not been seen again since the first raid, other than in small bands that have been wiped out or avoided.&lt;br /&gt;
&lt;br /&gt;
==Camp NewDawn==&lt;br /&gt;
Camp NewDawn is often just called the Camp by the Troupe. The place is in its humble beginnings but yearns to become a port town one day.&lt;br /&gt;
&#039;&#039;&#039;The Commissions Tent&#039;&#039;&#039;&lt;br /&gt;
This is where groups meet to discuss affairs and to determine what the various groups of the Troupe of NewDawn will be doing from day to day. &lt;br /&gt;
The entire Troupe is lined up here in the morning directly after breakfast to receive their daily work orders. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Explorers Quarters&#039;&#039;&#039;&lt;br /&gt;
This is where the Explorers, the newcomers to the New Land lay their head, clean up, and stow their items they don&#039;t care to carry about with them. &lt;br /&gt;
The place is centered by a round-ish table with the map of the New Land on it as well as a few ink wells and quills to make adjustments to the map and make plans for what to explore next. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Mess Tent&#039;&#039;&#039;&lt;br /&gt;
Also just called the Mess, this is where the halfling cook and her half-orc helper prepare meals. And they do a very good job of it as well. The tent is never empty during meal times, especially when the Camp is alive with the aroma of fresh baked bread from Verna&#039;s small oven that it is said was a gift from a gnomish merchant. Verna&#039;s half-orc helper also guards the stores, the tent directly behind the Mess where the Camp&#039;s food is kept and carefully rationed out by Verna, herself. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pelor&#039;s Light&#039;&#039;&#039;&lt;br /&gt;
Also called the Temple Tent, this is where the Troupe go to worship, to commune with Kalen, also called Father by many and Kalen of Pelor&#039;s Grace by those who really want to try to earn his favor or respect. Though Kalen is not the only one in the Camp capable of healing, he is the only one capable of bestowing Blessings and will do so sparingly to those he finds truly worthy or in need. He is serious in his devotion and piety but he is also the friendliest face one is likely to encounter in the Camp.&lt;br /&gt;
The temple tent, itself, is centered by the shrine of Pelor and the large, carved stone sun that is the center of Pelor&#039;s Shrine. But, surrounding the place in a circle are shrines ot other minor deities of travel, nature, and good fortune.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Command&#039;&#039;&#039;&lt;br /&gt;
This is the only actual cabin in the Camp. It is the quarters of the Commandant Horris Belavante on a second floor with the first floor having two smaller quarters for Umi Bijinn and Watch Commander Eulis. Aside from the quarters, this cabin also has a sitting room which is both a haven for the Troupe&#039;s upper command ass well as a meeting place when a meeting is truly necessary outside of the Commissions Tent. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Provisioner&#039;&#039;&#039;&lt;br /&gt;
The company&#039;s provisions officer as he prefers to be called, is a strange fellow named Rathaen. Strange in so much that he is shaped like a dwarf made completely of brass. His eyes are two precious gemstones and he seems to possess strength enough to pound out metal in his smithe by hand. He is often dodging the curiosities of the local wizard, Shalahazz who has offered to pay him to be studied. Rathaen insists, however, that he has no need of earthly treasures though he is quite fond of masterful works of weapons and art, especially stone and metal carved art which he will gladly pay a lot for. Though Rathaen seems to be a construct of some sort, he has a personality and appears to be free willed, even stubborn in some regards. He is forthright and open to the fact that he has no memory or knowledge of where he has come from or what, exactly, he is. &lt;br /&gt;
The prices that Rathaen charge are very fair, only slightly above the standard prices in towns and cities due to the short resources and supply and demand, especially for arrows and bolts and any &amp;quot;profits&amp;quot; he makes that he doesn&#039;t use to buy artwork from travelers he gives to the Camp, itself to help it grow. &lt;br /&gt;
&lt;br /&gt;
==Places Of Interest==&lt;br /&gt;
The New Land is an unexplored, vast continent full of places both beautiful and dangerous, some even terrifying. &lt;br /&gt;
The Troupe of NewDawn have scarcely touched the surface of the land and mapped out even less of it. But a little knowledge can be better than no knowledge at all. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Peaceful Isles&#039;&#039;&#039;&lt;br /&gt;
This place is said to live up to its name and offers some food, good fishing, and resources, though these resources are limited and in order to avoid stripping the isles, the Troupe would like to find other resources in the New Land, itself. &lt;br /&gt;
This is a place where both the Troupe of NewDawn and the crew of the Silt Maiden go to relax and enjoy themselves when time allows. &lt;br /&gt;
The foliage here is green and tropical and the fish colorful and bright. The Newberries grow plentiful here, which the cooks in Camp NewDawn enjoy using for pies, drnks, and other refreshing fixings. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Island of the Witch&#039;&#039;&#039;&lt;br /&gt;
This island in contrast to the peaceful isles is a place covered in mists and mystery. The only group sent here to look around came back murderous and mindless save for a message that had been left with one man who had been controlled by something telling the Troupe to leave it alone. When the man recovered, all he could say is that &amp;quot;She&amp;quot; needed to be left alone and none have gone back to the island since. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Great Swamp&#039;&#039;&#039;&lt;br /&gt;
This great expanse of marshland is inhabited by lizardfolk and bullywugs according to the Troupe and, perhaps, a great winged beast as well that may or may not be a dragon. Some of the Troupe have been captured and eaten by the lizardfolk, making it unlikely that friendly negotiations can be made with these particular creatures. &lt;br /&gt;
Oddly enough, the Oborik attacked from this general direction and, apparently, made it through the swamps unscathed somehow. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Lush Green&#039;&#039;&#039;&lt;br /&gt;
This section of tropical woodlands is said to be ruled over by creatures known as ghost monkeys. Creatures that can control nature, steal items very stealthily, and possibly even fly. It has been proposed most recently that these creature may be upset nature spirits as they seem to attack when the trees or fruits of this area are threatened.&lt;br /&gt;
&lt;br /&gt;
The Lush Green, as the Explorers found out, was protected by a tropical treant and a host of phanatons who take the protection of this tropical forest paradise very seriously. Come to find out, another host of creatures has also started to crawl from the dark earth, spider-like beings known as the Colony of Strands.&lt;/div&gt;</summary>
		<author><name>Nyarlthotep</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=TangenT&amp;diff=375844</id>
		<title>TangenT</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=TangenT&amp;diff=375844"/>
		<updated>2020-01-03T06:28:52Z</updated>

		<summary type="html">&lt;p&gt;Nyarlthotep: /* THE MYSTERY */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=THE STORY=&lt;br /&gt;
You wake up...&lt;br /&gt;
...on a sailing ship...&lt;br /&gt;
...in a hotel room...&lt;br /&gt;
...on a slab of metal...&lt;br /&gt;
...on a train...&lt;br /&gt;
&lt;br /&gt;
Wherever it is that you wake up, you wake up without any memories. You know the basics. Who is president. Who won and lost WWII. Who the Yankees are (if you ever followed that sort of thing), what cars, boats, puppies, and candy bars are. And so on and so forth. &lt;br /&gt;
You also have a name rattling around in your head that might be your name. Then again, it might not be it really is hard to say. &lt;br /&gt;
How did you get here? Where is here? And what is happening? &lt;br /&gt;
These are the first questions to answer in the TangenT game. And the answers may be very surprising. &lt;br /&gt;
&lt;br /&gt;
=THE DISCOVERY=&lt;br /&gt;
Character creation for TangenT is about as easy as it can be. You simply describe what your character looks like and sounds like (any accents they might have, etc) any scars or tattoos they have, what kind of clothes they are wearing (top, bottom (or all in one if a dress, etc and shoes). &lt;br /&gt;
You possess no wallet. No purse. No watch or other items. No money. &lt;br /&gt;
Why? That is what you are going to find out. &lt;br /&gt;
&lt;br /&gt;
As the game progresses, you will be given opportunities to &amp;quot;build&amp;quot; your character (you see a baseball bat, are you drawn to that or the computer in the other corner of the room?) and similar situations. &lt;br /&gt;
As you pick up the Skills to use these items, you also begin to unlock memories, just minor flashes until you begin to piece them together. &lt;br /&gt;
If more than one of your decide you are attracted to the same item because you are attracted to that Skill don&#039;t worry, more than one person can know the same thing. &lt;br /&gt;
The higher the Skill level you pick (1-5), the stronger the flash of memory will be linked to that Skill. &lt;br /&gt;
You have 15 points total so be careful how many Skills you pick up right away and how high you rank them. &lt;br /&gt;
&lt;br /&gt;
=TAKING ACTION=&lt;br /&gt;
As with any game, you will want to take Action. Though TangenT is a lot more about unlocking mysteries and making discoveries about yourself and those aorund you than actually jumping into action constantly, there are still those moments and those moments need dice to roll so here is the run down. &lt;br /&gt;
&lt;br /&gt;
TangenT uses a fairly straight forward 20-sided dice mechanic to take actions that require rolls. Each Skill you possess will have a rank of 1-5 which is the Bonus you add to your dice rolls to accomplish the task you are trying to accomplish. In some circumstances and through special abilities you uncover in the game, you may roll Bonus Dice (BD). When you roll BD, you take the best number out of the dice rolled to use for your Skill roll. So if you roll you standard roll +2BD, you roll three 20-sided dice altogether and keep the best roll out of the three. &lt;br /&gt;
&lt;br /&gt;
And that&#039;s about it for how to roll Skills. &lt;br /&gt;
&lt;br /&gt;
==Actons in Combat==&lt;br /&gt;
Though Combat is not necessarily the main focus of TangenT, it is bound to happen in a RPG. The main thing to remember in Combat is that your attacks do damage depending on what you are using as a weapon and, most importantly, you take damage when you are attacks. &lt;br /&gt;
&lt;br /&gt;
Characters in TangenT begin play with 15 Life Points. If you reach 0 Life Points then you are &#039;&#039;dying&#039;&#039; and will die if no one patches you up or uses some means of bringing you back from the brink. When you bring someone (or some thing) else down to 0 Life Points, they are also &#039;&#039;dying&#039;&#039; or you have the option of killing them outright.&lt;br /&gt;
&lt;br /&gt;
=THE MYSTERY=&lt;br /&gt;
So you might already be asking what could possibly be behind a group of people waking up in a place with no memory? Well that literally might have any answer and you should expect the unexpected but I shan&#039;t ruin any surprises here. The journey is just as fun as the destination, but the destination in this case is also meant to be quite fun.&lt;br /&gt;
&lt;br /&gt;
The first mystery is one you wake up with in your head. A single name. But is this name yours? It feels like it might be or a name that is very well known to you at least. Unraveling this mystery will be as intriguing as the other mysteries you will encounter in TangenT.&lt;/div&gt;</summary>
		<author><name>Nyarlthotep</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=TangenT&amp;diff=375843</id>
		<title>TangenT</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=TangenT&amp;diff=375843"/>
		<updated>2020-01-03T06:27:33Z</updated>

		<summary type="html">&lt;p&gt;Nyarlthotep: /* TAKING ACTION */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=THE STORY=&lt;br /&gt;
You wake up...&lt;br /&gt;
...on a sailing ship...&lt;br /&gt;
...in a hotel room...&lt;br /&gt;
...on a slab of metal...&lt;br /&gt;
...on a train...&lt;br /&gt;
&lt;br /&gt;
Wherever it is that you wake up, you wake up without any memories. You know the basics. Who is president. Who won and lost WWII. Who the Yankees are (if you ever followed that sort of thing), what cars, boats, puppies, and candy bars are. And so on and so forth. &lt;br /&gt;
You also have a name rattling around in your head that might be your name. Then again, it might not be it really is hard to say. &lt;br /&gt;
How did you get here? Where is here? And what is happening? &lt;br /&gt;
These are the first questions to answer in the TangenT game. And the answers may be very surprising. &lt;br /&gt;
&lt;br /&gt;
=THE DISCOVERY=&lt;br /&gt;
Character creation for TangenT is about as easy as it can be. You simply describe what your character looks like and sounds like (any accents they might have, etc) any scars or tattoos they have, what kind of clothes they are wearing (top, bottom (or all in one if a dress, etc and shoes). &lt;br /&gt;
You possess no wallet. No purse. No watch or other items. No money. &lt;br /&gt;
Why? That is what you are going to find out. &lt;br /&gt;
&lt;br /&gt;
As the game progresses, you will be given opportunities to &amp;quot;build&amp;quot; your character (you see a baseball bat, are you drawn to that or the computer in the other corner of the room?) and similar situations. &lt;br /&gt;
As you pick up the Skills to use these items, you also begin to unlock memories, just minor flashes until you begin to piece them together. &lt;br /&gt;
If more than one of your decide you are attracted to the same item because you are attracted to that Skill don&#039;t worry, more than one person can know the same thing. &lt;br /&gt;
The higher the Skill level you pick (1-5), the stronger the flash of memory will be linked to that Skill. &lt;br /&gt;
You have 15 points total so be careful how many Skills you pick up right away and how high you rank them. &lt;br /&gt;
&lt;br /&gt;
=TAKING ACTION=&lt;br /&gt;
As with any game, you will want to take Action. Though TangenT is a lot more about unlocking mysteries and making discoveries about yourself and those aorund you than actually jumping into action constantly, there are still those moments and those moments need dice to roll so here is the run down. &lt;br /&gt;
&lt;br /&gt;
TangenT uses a fairly straight forward 20-sided dice mechanic to take actions that require rolls. Each Skill you possess will have a rank of 1-5 which is the Bonus you add to your dice rolls to accomplish the task you are trying to accomplish. In some circumstances and through special abilities you uncover in the game, you may roll Bonus Dice (BD). When you roll BD, you take the best number out of the dice rolled to use for your Skill roll. So if you roll you standard roll +2BD, you roll three 20-sided dice altogether and keep the best roll out of the three. &lt;br /&gt;
&lt;br /&gt;
And that&#039;s about it for how to roll Skills. &lt;br /&gt;
&lt;br /&gt;
==Actons in Combat==&lt;br /&gt;
Though Combat is not necessarily the main focus of TangenT, it is bound to happen in a RPG. The main thing to remember in Combat is that your attacks do damage depending on what you are using as a weapon and, most importantly, you take damage when you are attacks. &lt;br /&gt;
&lt;br /&gt;
Characters in TangenT begin play with 15 Life Points. If you reach 0 Life Points then you are &#039;&#039;dying&#039;&#039; and will die if no one patches you up or uses some means of bringing you back from the brink. When you bring someone (or some thing) else down to 0 Life Points, they are also &#039;&#039;dying&#039;&#039; or you have the option of killing them outright.&lt;br /&gt;
&lt;br /&gt;
=THE MYSTERY=&lt;br /&gt;
So you might already be asking what could possibly be behind a group of people waking up in a place with no memory? Well that literally might have any answer and you should expect the unexpected but I shan&#039;t ruin any surprises here. The journey is just as fun as the destination, but the destination in this case is also meant to be quite fun.&lt;/div&gt;</summary>
		<author><name>Nyarlthotep</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=The_Land_of_Spoils_and_Promised_Danger&amp;diff=375687</id>
		<title>The Land of Spoils and Promised Danger</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=The_Land_of_Spoils_and_Promised_Danger&amp;diff=375687"/>
		<updated>2019-12-27T17:14:23Z</updated>

		<summary type="html">&lt;p&gt;Nyarlthotep: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=The Background=&lt;br /&gt;
It is the largest unexplored continent in the World (for the World is what the everyday folk call this orb on which life teems while the learned scholars name the place Taermus).&lt;br /&gt;
This great new land is ripe for colonization by the King and Queen of Kingsland but the great minerals and other secrets hidden in the deep woods, mountains, and perhaps even in the swamps or icy glaciers are coveted by not only the throne but others who would seek out this land to plunder its spoils or to set up their own seat of power. &lt;br /&gt;
For those willing to help explore and protect the colonists of this new land, there is good work and spoils to be had for them as well. &lt;br /&gt;
Indeed, this is where we find the Troupe of the Newdawn, named for the new opportunities that await those brave explorers.&lt;br /&gt;
The Troupe has set up a consignment for able bodies explorers who would face the unknowns in this new land. &lt;br /&gt;
&lt;br /&gt;
Camp Newdawn is a modest establishment, having a makeshift &amp;quot;mess tent&amp;quot; that passes for a tavern and place to grab a small meal, the cabins where those of the Troupe and other visitors can get some rest, the Temple which is mostly devoted to Pelor but also holds a host of minor shrines as well, as well as the Officer&#039;s Tent for those of the Troupe who are considered its leaders, and a few storage tents for supplies and equipment. &lt;br /&gt;
&lt;br /&gt;
==The New Land Map==&lt;br /&gt;
As it Stands now:&lt;br /&gt;
&lt;br /&gt;
[https://imgur.com/hncwbLl]&lt;br /&gt;
&lt;br /&gt;
==The Explorers==&lt;br /&gt;
These are the brave (or desperate, or insane, or...nevermind) these are the explorers of the New Land. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dancer Under the Crescent Moon (Dancer to Her Allies)&#039;&#039;&#039;&lt;br /&gt;
Dancer is a Tabaxi Hexblade from the &amp;quot;Golden Deserts&amp;quot; of Kabarr in the East who wanders and looks for her next hunt, she especially has a distaste for raiders. &lt;br /&gt;
Played by: Talisman&lt;br /&gt;
[https://docs.google.com/document/d/16-GBUQ2ah_03RkX5eHMfOA6WK9xOQtMu-A4O6q50CNg/edit]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dr. Alfans Lunarre&#039;&#039;&#039;&lt;br /&gt;
The Longtooth Shifter Bloodhunter, Alfans is fresh from gaining his doctorate and ready to see the world outside of the tomes (and also a hunter of dark things).&lt;br /&gt;
Played by: Woolishly Grim&lt;br /&gt;
[https://www.dndbeyond.com/characters/20136023]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Meiovar[https://www.dndbeyond.com/profile/SturmRaven/characters/20097409]&#039;&#039;&#039;&lt;br /&gt;
This Half-Elf Sorceress is a mystery to her peers even in the collegiate realms where she studied. She roams the lands of the World looking for what might be over the next ridge and, especially, what ancient knowledge might be uncovered along the way. &lt;br /&gt;
Played by: Stormraven&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Iman&#039;&#039;&#039;&lt;br /&gt;
Iman is a Human druid who began an unremarkable life only to be sought out by her teacher and, she soon found, the World itself. She wanders the ways and wilds offering wisdom to those who seem in need of it.&lt;br /&gt;
Played by: Silvercat Moonpaw [https://wiki.rpg.net/index.php/Iman]&lt;br /&gt;
&amp;lt;!-- Iman&lt;br /&gt;
Age: 55&lt;br /&gt;
Hair: Black&lt;br /&gt;
Eyes: Brown&lt;br /&gt;
Female Human [Variant] Druid 3 (Circle of the Land [Desert])&lt;br /&gt;
Str 13 (+1), Dex 8 (-1), Con 13 (+1), Int 14 (+2), Wis 16 (+3), Cha 10 (+0)&lt;br /&gt;
Proficiency: +2&lt;br /&gt;
Armor Class: 12&lt;br /&gt;
Hit Points: 21&lt;br /&gt;
Armor: Light armor, medium armor, shields (druids will not wear armor or use shields made of metal)&lt;br /&gt;
Weapons: Clubs, daggers, darts, javelins, maces, quarterstaffs, scimitars, sickles, slings, spears&lt;br /&gt;
Tools: Herbalism kit, Cook&#039;s utensils&lt;br /&gt;
Saving Throws: Intelligence +4, Wisdom +5&lt;br /&gt;
Skills: Animal Handling +5, Insight +5, Medicine +5, Perception +5, Survival +7 (Expertise), Nature +4&lt;br /&gt;
Languages: Common, Primordial, Sylvan, Druidic&lt;br /&gt;
Feats: Prodigy (XGE)&lt;br /&gt;
Features: Druidic, Spellcasting, Wild Shape, Druid Circle (Circle of the Land [Bonus Cantrip, Natural Recovery, Circle Spells])&lt;br /&gt;
Spellcasting: Cntr: 2+1; 1st: 4; 2nd: 2; 8 minutes prep; Save DC: 13; Spell attack: +5&lt;br /&gt;
Circle Spells: blur (2nd), silence (2nd)&lt;br /&gt;
Wild Shape: Max CR: 1/4; no flying or swimming; 1 hour; 2/rest&lt;br /&gt;
Equipment: club, wooden shield, leather armor, an explorer’s pack, a druidic focus&lt;br /&gt;
Combat: +3 attack (melee); +1 attack (ranged); club 1d4+1 B&lt;br /&gt;
&lt;br /&gt;
Here&#039;s the write-up after some looking around the Internet. I really don&#039;t have much of a background in mind:&lt;br /&gt;
Not really managing to make anything of herself it was only when a senior druid walked out of the badlands and said he&#039;d been sent to find her that her life started going anywhere. Once done with training she just sort of took to wandering. In some ways she&#039;s a fantasy Taoist.Iman&lt;br /&gt;
Age: 55&lt;br /&gt;
Hair: Black&lt;br /&gt;
Eyes: Brown&lt;br /&gt;
Female Human [Variant] Druid 3 (Circle of the Land [Desert])&lt;br /&gt;
Str 13 (+1), Dex 8 (-1), Con 13 (+1), Int 14 (+2), Wis 16 (+3), Cha 10 (+0)&lt;br /&gt;
Proficiency: +2&lt;br /&gt;
Armor Class: 12&lt;br /&gt;
Hit Points: 21&lt;br /&gt;
Armor: Light armor, medium armor, shields (druids will not wear armor or use shields made of metal)&lt;br /&gt;
Weapons: Clubs, daggers, darts, javelins, maces, quarterstaffs, scimitars, sickles, slings, spears&lt;br /&gt;
Tools: Herbalism kit, Cook&#039;s utensils&lt;br /&gt;
Saving Throws: Intelligence +4, Wisdom +5&lt;br /&gt;
Skills: Animal Handling +5, Insight +5, Medicine +5, Perception +5, Survival +7 (Expertise), Nature +4&lt;br /&gt;
Languages: Common, Primordial, Sylvan, Druidic&lt;br /&gt;
Feats: Prodigy (XGE)&lt;br /&gt;
Features: Druidic, Spellcasting, Wild Shape, Druid Circle (Circle of the Land [Bonus Cantrip, Natural Recovery, Circle Spells])&lt;br /&gt;
Spellcasting: Cntr: 2+1; 1st: 4; 2nd: 2; 8 minutes prep; Save DC: 13; Spell attack: +5&lt;br /&gt;
Circle Spells: blur (2nd), silence (2nd)&lt;br /&gt;
Wild Shape: Max CR: 1/4; no flying or swimming; 1 hour; 2/rest&lt;br /&gt;
Equipment: club, wooden shield, leather armor, an explorer’s pack, a druidic focus&lt;br /&gt;
Combat: +3 attack (melee); +1 attack (ranged); club 1d4+1 B&lt;br /&gt;
&lt;br /&gt;
Here&#039;s the write-up after some looking around the Internet. I really don&#039;t have much of a background in mind:&lt;br /&gt;
Not really managing to make anything of herself it was only when a senior druid walked out of the badlands and said he&#039;d been sent to find her that her life started going anywhere. Once done with training she just sort of took to wandering. In some ways she&#039;s a fantasy Taoist. --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Thol Wolf-Brother, Son of Hrin&#039;&#039;&#039;&lt;br /&gt;
A wandering Human barbarian far from his home and clan in the Great North, Thol has great respect for his axes and his drink. His allies are happy to have him pointed at their enemies.&lt;br /&gt;
Played by: Archer &lt;br /&gt;
[https://www.dndbeyond.com/characters/20097730/Ef0tPN]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Zass&#039;&#039;&#039;&lt;br /&gt;
Zass is a Yuan Ti Pureblood, or perhaps it should be said she was until being cursed by the Fey and bound to them. Now her emotions have been unleashed as she uses stealth and magic as a Thief/Warlock to make her way through the world, lost to her own people. &lt;br /&gt;
Played by: Staatick&lt;br /&gt;
[https://www.myth-weavers.com/sheet.html#id=1728233]&lt;br /&gt;
&lt;br /&gt;
==The Troupe of Newdawn==&lt;br /&gt;
The Troupe of Newdawn are a group of people who represent the influential and wealthy of Kingsland as well as the group of colonists hoping to call the New Land home one day. &lt;br /&gt;
This small group is in charge of the exploration and clearing of (when necessary) the unexplored territories of the New Land. &lt;br /&gt;
The group consists of ex soldiers from the King and Queen&#039;s army, mercenaries, and others in the opportune position to strike out for an unexplored part of the world and those who can &amp;quot;get the job done&amp;quot;. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Commandant Horris Belevante&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This stalwart human is typically seen in his retired uniform from the King&#039;s Guard. His long gray hair shows his years where his strong and confident physique doe not.&lt;br /&gt;
The Commandant oversees the entire operation of the Troupe, from everyday affairs such as ration shortages or, if the Troupe is lucky, overages, and any petty squabbles the Troupe (or its visitors) may have to larger threats such as raids by monsters or &amp;quot;competition&amp;quot; showing up. &lt;br /&gt;
Though Exploration and the purging of dangerous and vile creatures is a primary concern of the Commandant, his main concern is the safety of the Troupe (without the Troupe the operation is lost, after all) and with the help of his second, Bijinn Umi, and the &amp;quot;Good Captain Bashaar Firescale&amp;quot; is ready to evacuate the Troupe to the Captains ship, the Silt Maiden, at a moment&#039;s notice. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bijinn Umi&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Bijinn Umi is a mysterious woman, presumably human though very pale, from the Mysterious East, calling her home on the rare times she talks about her home, as the Bay of Jade. &lt;br /&gt;
Bijinn Umi does not talk a lot and seems very shy on matters that pertain to her, directly, and is very vocal on giving orders as the &amp;quot;second&amp;quot; to the Commandant. &lt;br /&gt;
She is skilled in tactics and combat both, carrying twin blades with a bluish metal tint and inspiring confidence in all of her allies. Though an enigma from an even more enigmatic land, she has won the trust and respect of her peers and is treated as one of the Troupe just as much as any who might be more &amp;quot;local&amp;quot;. &lt;br /&gt;
Bijinn Umi is responsible for a lot of the items that the Commandant just can&#039;t juggle and is, in particular, responsible for the security of Camp Newdawn. It is whispered around camp that Bijinn Umi often makes weather predictions with amazing and unnerving accuracy, impressing even the resident magical expert of the Troupe, Skalahazz.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Kalen&#039;&#039;&#039; &lt;br /&gt;
Kalen is a simple and average-appearing man until he talks, at which point he demands the attention of those aorund him with his deep voice which fits his representation and devotion to Pelor whose sun-symbol is worn about the man&#039;s neck boldly and proudly. &lt;br /&gt;
The priest of the Troupe and keeper of the Temple, a simple cabin with a major shrine to Pelor and minor shrines to &amp;quot;lesser&amp;quot; deities, Kalen serves as the Troupe&#039;s healer, spiritual guide, and simple confidant when necessary. Kalen is also seen pitching in wherever necessary (and whenever the opportunity to teach others about the Father of the Light. &lt;br /&gt;
Next to Bijinn Umi, Kalen is likey the most trusted person in the Troupe not only to the Commandant but to the Troupe as a whole. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Verna Brushbrittle&#039;&#039;&#039;&lt;br /&gt;
Verna is a halfling but no one sees her as that diminutive race, what they see in Verna is that she is a master chef that could cook for the King and Queen&#039;s table in the Great Halls themselves. &lt;br /&gt;
Verna&#039;s best talent is taking what little rations and hunted game there is in Camp Newdawn and creating something amazing from it. Her meals are the stuff of legends the way the folk of the Troupe talk and the &amp;quot;Mess Tent&amp;quot; is virtually packed and as wonderful smelling as any tavern or inn when good food and drink are about. &lt;br /&gt;
The Troupe are especially fond of the Newberry Wine, a special concoction that Verna has discovered and created from the local &amp;quot;Newberries&amp;quot; discovered in the New Land. As intoxicating as wine and as sweet as Sweet Water served in any Tavern or Inn. &lt;br /&gt;
Verna cannot be underestimated as being more than capable of taking care of herself, either. Many a man much larger than she has come to fear her switch for getting into her stores or trying to help themselves to her stew pot. &lt;br /&gt;
Her second is a young halforc boy named Timid which fits him well as he is very shy and afraid that his heritage will earn him ill will. But Verna demands respect of her cooking pupil and the Troupe give it, even calling Timid Verna&#039;s son. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Shalahazz&#039;&#039;&#039;&lt;br /&gt;
An elf whose powers are unmatched in the variety of spellcasters in the Troupe, Shalahazz&#039;s source of magic is also a deep mystery and most, even fellow spellcasters, can&#039;t pin him down as a Wizard, a Sorcerer, or a Warlock of some sort. &lt;br /&gt;
This elf looks noble born with the most sharp and perfect features of his race, but his ageless features common to his people is marred by the streak of silver in his hair which starts at the brow and continues around to his long locks. He doesn&#039;t talk about this, pointing out that the color of his hair has little to do with academia or important magical matters of the Troupe. &lt;br /&gt;
He has proven himself continuously and is known for his magical battle prowess as one of the first in the company to fight off a monster attack when the Troupe established camp, but his serious and mysterious air is often offputting to the others of the Troupe. &lt;br /&gt;
Shalahazz is often busy studying in his tent which is fairly good sized as it also serves as the magical market of the Camp though the selling and buying duties are left decidedly to Thellen Stareye the young human man under his tutelage and also the shopkeep of &amp;quot;Shalahazz&#039;s Wonders&amp;quot; as the tent has come to be called. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Troupe Watch&#039;&#039;&#039;&lt;br /&gt;
The Watch are warriors and wizards who serve to guard Camp Newdawn as well as working as gatherers of food, wood, flora, and other resources necessary to keep the Troupe sustained. Though the Watch are behooven to both Bijinn Umi and Commandant Belevante, the Watch&#039;s leader of sorts is Watch Commander Eulis (known not to her face as Eulis the Red after her former pirate name).  &lt;br /&gt;
The Watch is composed of all sorts of folks from all sorts of backgrounds who have come to be a kind of family, respecting one another despite some of their differences both culturally and ethically.  &lt;br /&gt;
All members of the Watch have proven themselves capable and, more importantly, loyal. It doesn&#039;t hurt that Eulis has made it clear that those who work against the Troupe&#039;s purpose or prove unworthy of the Troupe&#039;s trust will be exiled from the camp into the unknown of the New Land never to return on promise of death. &lt;br /&gt;
To date, this threat has only been carried out once but no one talks about the details, telling any who inquire to take it up with Eulis, herself, if they dare. &lt;br /&gt;
Thanks to the Watch and their competence as warriors and spellcasters both, the Campo has been left mostly peaceful since the first monster attack was turned away. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Oborik&#039;&#039;&#039;&lt;br /&gt;
This is a word that immediately raises alarms in the Camp as anyone coming to work for or visit the Troupe is hastenly told. &lt;br /&gt;
The Oborik are a group of monsters local to the New Land who could be called goblins or ogres or orks, save for the fact that they have a unique appearance and vary in size between all three of the before mentioned.&lt;br /&gt;
They are called Oborik because that is the only words they utter (and the Troupe isn&#039;t sure that they got the word right with the monsters&#039; thick gutterish accents). &lt;br /&gt;
The creatures are described as very pale creatures with golden wolf-like eyes and black claw-like nails. They have blood red fur which acts as hair but courses down the back of their necks and backs resembling something closer to fur. &lt;br /&gt;
They are sneaky and competent fighters but have not been seen again since the first raid, other than in small bands that have been wiped out or avoided.&lt;br /&gt;
&lt;br /&gt;
==Camp NewDawn==&lt;br /&gt;
Camp NewDawn is often just called the Camp by the Troupe. The place is in its humble beginnings but yearns to become a port town one day.&lt;br /&gt;
&#039;&#039;&#039;The Commissions Tent&#039;&#039;&#039;&lt;br /&gt;
This is where groups meet to discuss affairs and to determine what the various groups of the Troupe of NewDawn will be doing from day to day. &lt;br /&gt;
The entire Troupe is lined up here in the morning directly after breakfast to receive their daily work orders. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Explorers Quarters&#039;&#039;&#039;&lt;br /&gt;
This is where the Explorers, the newcomers to the New Land lay their head, clean up, and stow their items they don&#039;t care to carry about with them. &lt;br /&gt;
The place is centered by a round-ish table with the map of the New Land on it as well as a few ink wells and quills to make adjustments to the map and make plans for what to explore next. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Mess Tent&#039;&#039;&#039;&lt;br /&gt;
Also just called the Mess, this is where the halfling cook and her half-orc helper prepare meals. And they do a very good job of it as well. The tent is never empty during meal times, especially when the Camp is alive with the aroma of fresh baked bread from Verna&#039;s small oven that it is said was a gift from a gnomish merchant. Verna&#039;s half-orc helper also guards the stores, the tent directly behind the Mess where the Camp&#039;s food is kept and carefully rationed out by Verna, herself. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pelor&#039;s Light&#039;&#039;&#039;&lt;br /&gt;
Also called the Temple Tent, this is where the Troupe go to worship, to commune with Kalen, also called Father by many and Kalen of Pelor&#039;s Grace by those who really want to try to earn his favor or respect. Though Kalen is not the only one in the Camp capable of healing, he is the only one capable of bestowing Blessings and will do so sparingly to those he finds truly worthy or in need. He is serious in his devotion and piety but he is also the friendliest face one is likely to encounter in the Camp.&lt;br /&gt;
The temple tent, itself, is centered by the shrine of Pelor and the large, carved stone sun that is the center of Pelor&#039;s Shrine. But, surrounding the place in a circle are shrines ot other minor deities of travel, nature, and good fortune.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Command&#039;&#039;&#039;&lt;br /&gt;
This is the only actual cabin in the Camp. It is the quarters of the Commandant Horris Belavante on a second floor with the first floor having two smaller quarters for Umi Bijinn and Watch Commander Eulis. Aside from the quarters, this cabin also has a sitting room which is both a haven for the Troupe&#039;s upper command ass well as a meeting place when a meeting is truly necessary outside of the Commissions Tent. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Provisioner&#039;&#039;&#039;&lt;br /&gt;
The company&#039;s provisions officer as he prefers to be called, is a strange fellow named Rathaen. Strange in so much that he is shaped like a dwarf made completely of brass. His eyes are two precious gemstones and he seems to possess strength enough to pound out metal in his smithe by hand. He is often dodging the curiosities of the local wizard, Shalahazz who has offered to pay him to be studied. Rathaen insists, however, that he has no need of earthly treasures though he is quite fond of masterful works of weapons and art, especially stone and metal carved art which he will gladly pay a lot for. Though Rathaen seems to be a construct of some sort, he has a personality and appears to be free willed, even stubborn in some regards. He is forthright and open to the fact that he has no memory or knowledge of where he has come from or what, exactly, he is. &lt;br /&gt;
The prices that Rathaen charge are very fair, only slightly above the standard prices in towns and cities due to the short resources and supply and demand, especially for arrows and bolts and any &amp;quot;profits&amp;quot; he makes that he doesn&#039;t use to buy artwork from travelers he gives to the Camp, itself to help it grow. &lt;br /&gt;
&lt;br /&gt;
==Places Of Interest==&lt;br /&gt;
The New Land is an unexplored, vast continent full of places both beautiful and dangerous, some even terrifying. &lt;br /&gt;
The Troupe of NewDawn have scarcely touched the surface of the land and mapped out even less of it. But a little knowledge can be better than no knowledge at all. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Peaceful Isles&#039;&#039;&#039;&lt;br /&gt;
This place is said to live up to its name and offers some food, good fishing, and resources, though these resources are limited and in order to avoid stripping the isles, the Troupe would like to find other resources in the New Land, itself. &lt;br /&gt;
This is a place where both the Troupe of NewDawn and the crew of the Silt Maiden go to relax and enjoy themselves when time allows. &lt;br /&gt;
The foliage here is green and tropical and the fish colorful and bright. The Newberries grow plentiful here, which the cooks in Camp NewDawn enjoy using for pies, drnks, and other refreshing fixings. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Island of the Witch&#039;&#039;&#039;&lt;br /&gt;
This island in contrast to the peaceful isles is a place covered in mists and mystery. The only group sent here to look around came back murderous and mindless save for a message that had been left with one man who had been controlled by something telling the Troupe to leave it alone. When the man recovered, all he could say is that &amp;quot;She&amp;quot; needed to be left alone and none have gone back to the island since. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Great Swamp&#039;&#039;&#039;&lt;br /&gt;
This great expanse of marshland is inhabited by lizardfolk and bullywugs according to the Troupe and, perhaps, a great winged beast as well that may or may not be a dragon. Some of the Troupe have been captured and eaten by the lizardfolk, making it unlikely that friendly negotiations can be made with these particular creatures. &lt;br /&gt;
Oddly enough, the Oborik attacked from this general direction and, apparently, made it through the swamps unscathed somehow. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Lush Green&#039;&#039;&#039;&lt;br /&gt;
This section of tropical woodlands is said to be ruled over by creatures known as ghost monkeys. Creatures that can control nature, steal items very stealthily, and possibly even fly. It has been proposed most recently that these creature may be upset nature spirits as they seem to attack when the trees or fruits of this area are threatened.&lt;/div&gt;</summary>
		<author><name>Nyarlthotep</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=TangenT&amp;diff=375615</id>
		<title>TangenT</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=TangenT&amp;diff=375615"/>
		<updated>2019-12-26T08:23:52Z</updated>

		<summary type="html">&lt;p&gt;Nyarlthotep: Created page with &amp;quot;=THE STORY= You wake up... ...on a sailing ship... ...in a hotel room... ...on a slab of metal... ...on a train...  Wherever it is that you wake up, you wake up without any me...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=THE STORY=&lt;br /&gt;
You wake up...&lt;br /&gt;
...on a sailing ship...&lt;br /&gt;
...in a hotel room...&lt;br /&gt;
...on a slab of metal...&lt;br /&gt;
...on a train...&lt;br /&gt;
&lt;br /&gt;
Wherever it is that you wake up, you wake up without any memories. You know the basics. Who is president. Who won and lost WWII. Who the Yankees are (if you ever followed that sort of thing), what cars, boats, puppies, and candy bars are. And so on and so forth. &lt;br /&gt;
You also have a name rattling around in your head that might be your name. Then again, it might not be it really is hard to say. &lt;br /&gt;
How did you get here? Where is here? And what is happening? &lt;br /&gt;
These are the first questions to answer in the TangenT game. And the answers may be very surprising. &lt;br /&gt;
&lt;br /&gt;
=THE DISCOVERY=&lt;br /&gt;
Character creation for TangenT is about as easy as it can be. You simply describe what your character looks like and sounds like (any accents they might have, etc) any scars or tattoos they have, what kind of clothes they are wearing (top, bottom (or all in one if a dress, etc and shoes). &lt;br /&gt;
You possess no wallet. No purse. No watch or other items. No money. &lt;br /&gt;
Why? That is what you are going to find out. &lt;br /&gt;
&lt;br /&gt;
As the game progresses, you will be given opportunities to &amp;quot;build&amp;quot; your character (you see a baseball bat, are you drawn to that or the computer in the other corner of the room?) and similar situations. &lt;br /&gt;
As you pick up the Skills to use these items, you also begin to unlock memories, just minor flashes until you begin to piece them together. &lt;br /&gt;
If more than one of your decide you are attracted to the same item because you are attracted to that Skill don&#039;t worry, more than one person can know the same thing. &lt;br /&gt;
The higher the Skill level you pick (1-5), the stronger the flash of memory will be linked to that Skill. &lt;br /&gt;
You have 15 points total so be careful how many Skills you pick up right away and how high you rank them. &lt;br /&gt;
&lt;br /&gt;
=TAKING ACTION=&lt;br /&gt;
As with any game, you will want to take Action. Though TangenT is a lot more about unlocking mysteries and making discoveries about yourself and those aorund you than actually jumping into action constantly, there are still those moments and those moments need dice to roll so here is the run down. &lt;br /&gt;
We use a Combo system when rolling to complete a task or to make an attack.&lt;br /&gt;
You roll a number of 20-sided dice (d20) dependent on the rank of a given Skill. So if you have a 3 in Stealth and are trying to pocket something without someone seeing then you would roll three 20-sided dice (3d20). Depending on the Difficulty, each successful roll past the first roll creates a Combo (2 Dice Combo, 3 Dice Combo in this case). &lt;br /&gt;
Combos create greater effects in the game which you will discover as it unfolds. &lt;br /&gt;
&lt;br /&gt;
=THE MYSTERY=&lt;br /&gt;
So you might already be asking what could possibly be behind a group of people waking up in a place with no memory? Well that literally might have any answer and you should expect the unexpected but I shan&#039;t ruin any surprises here. The journey is just as fun as the destination, but the destination in this case is also meant to be quite fun.&lt;/div&gt;</summary>
		<author><name>Nyarlthotep</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=The_Land_of_Spoils_and_Promised_Danger&amp;diff=375614</id>
		<title>The Land of Spoils and Promised Danger</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=The_Land_of_Spoils_and_Promised_Danger&amp;diff=375614"/>
		<updated>2019-12-26T07:56:19Z</updated>

		<summary type="html">&lt;p&gt;Nyarlthotep: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=The Background=&lt;br /&gt;
It is the largest unexplored continent in the World (for the World is what the everyday folk call this orb on which life teems while the learned scholars name the place Taermus).&lt;br /&gt;
This great new land is ripe for colonization by the King and Queen of Kingsland but the great minerals and other secrets hidden in the deep woods, mountains, and perhaps even in the swamps or icy glaciers are coveted by not only the throne but others who would seek out this land to plunder its spoils or to set up their own seat of power. &lt;br /&gt;
For those willing to help explore and protect the colonists of this new land, there is good work and spoils to be had for them as well. &lt;br /&gt;
Indeed, this is where we find the Troupe of the Newdawn, named for the new opportunities that await those brave explorers.&lt;br /&gt;
The Troupe has set up a consignment for able bodies explorers who would face the unknowns in this new land. &lt;br /&gt;
&lt;br /&gt;
Camp Newdawn is a modest establishment, having a makeshift &amp;quot;mess tent&amp;quot; that passes for a tavern and place to grab a small meal, the cabins where those of the Troupe and other visitors can get some rest, the Temple which is mostly devoted to Pelor but also holds a host of minor shrines as well, as well as the Officer&#039;s Tent for those of the Troupe who are considered its leaders, and a few storage tents for supplies and equipment. &lt;br /&gt;
&lt;br /&gt;
==The New Land Map==&lt;br /&gt;
As it Stands now:&lt;br /&gt;
&lt;br /&gt;
[https://imgur.com/hncwbLl]&lt;br /&gt;
&lt;br /&gt;
==The Explorers==&lt;br /&gt;
These are the brave (or desperate, or insane, or...nevermind) these are the explorers of the New Land. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dancer Under the Crescent Moon (Dancer to Her Allies)&#039;&#039;&#039;&lt;br /&gt;
Dancer is a Tabaxi Hexblade from the &amp;quot;Golden Deserts&amp;quot; of Kabarr in the East who wanders and looks for her next hunt, she especially has a distaste for raiders. &lt;br /&gt;
Played by: Talisman&lt;br /&gt;
[https://docs.google.com/document/d/16-GBUQ2ah_03RkX5eHMfOA6WK9xOQtMu-A4O6q50CNg/edit]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dr. Alfans Lunarre&#039;&#039;&#039;&lt;br /&gt;
The Longtooth Shifter Bloodhunter, Alfans is fresh from gaining his doctorate and ready to see the world outside of the tomes (and also a hunter of dark things).&lt;br /&gt;
Played by: Woolishly Grim&lt;br /&gt;
[https://www.dndbeyond.com/characters/20136023]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Meiovar[https://www.dndbeyond.com/profile/SturmRaven/characters/20097409]&#039;&#039;&#039;&lt;br /&gt;
This Half-Elf Sorceress is a mystery to her peers even in the collegiate realms where she studied. She roams the lands of the World looking for what might be over the next ridge and, especially, what ancient knowledge might be uncovered along the way. &lt;br /&gt;
Played by: Stormraven&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Iman&#039;&#039;&#039;&lt;br /&gt;
Iman is a Human druid who began an unremarkable life only to be sought out by her teacher and, she soon found, the World itself. She wanders the ways and wilds offering wisdom to those who seem in need of it.&lt;br /&gt;
Played by: Silvercat Moonpaw [https://wiki.rpg.net/index.php/Iman]&lt;br /&gt;
&amp;lt;!-- Iman&lt;br /&gt;
Age: 55&lt;br /&gt;
Hair: Black&lt;br /&gt;
Eyes: Brown&lt;br /&gt;
Female Human [Variant] Druid 3 (Circle of the Land [Desert])&lt;br /&gt;
Str 13 (+1), Dex 8 (-1), Con 13 (+1), Int 14 (+2), Wis 16 (+3), Cha 10 (+0)&lt;br /&gt;
Proficiency: +2&lt;br /&gt;
Armor Class: 12&lt;br /&gt;
Hit Points: 21&lt;br /&gt;
Armor: Light armor, medium armor, shields (druids will not wear armor or use shields made of metal)&lt;br /&gt;
Weapons: Clubs, daggers, darts, javelins, maces, quarterstaffs, scimitars, sickles, slings, spears&lt;br /&gt;
Tools: Herbalism kit, Cook&#039;s utensils&lt;br /&gt;
Saving Throws: Intelligence +4, Wisdom +5&lt;br /&gt;
Skills: Animal Handling +5, Insight +5, Medicine +5, Perception +5, Survival +7 (Expertise), Nature +4&lt;br /&gt;
Languages: Common, Primordial, Sylvan, Druidic&lt;br /&gt;
Feats: Prodigy (XGE)&lt;br /&gt;
Features: Druidic, Spellcasting, Wild Shape, Druid Circle (Circle of the Land [Bonus Cantrip, Natural Recovery, Circle Spells])&lt;br /&gt;
Spellcasting: Cntr: 2+1; 1st: 4; 2nd: 2; 8 minutes prep; Save DC: 13; Spell attack: +5&lt;br /&gt;
Circle Spells: blur (2nd), silence (2nd)&lt;br /&gt;
Wild Shape: Max CR: 1/4; no flying or swimming; 1 hour; 2/rest&lt;br /&gt;
Equipment: club, wooden shield, leather armor, an explorer’s pack, a druidic focus&lt;br /&gt;
Combat: +3 attack (melee); +1 attack (ranged); club 1d4+1 B&lt;br /&gt;
&lt;br /&gt;
Here&#039;s the write-up after some looking around the Internet. I really don&#039;t have much of a background in mind:&lt;br /&gt;
Not really managing to make anything of herself it was only when a senior druid walked out of the badlands and said he&#039;d been sent to find her that her life started going anywhere. Once done with training she just sort of took to wandering. In some ways she&#039;s a fantasy Taoist.Iman&lt;br /&gt;
Age: 55&lt;br /&gt;
Hair: Black&lt;br /&gt;
Eyes: Brown&lt;br /&gt;
Female Human [Variant] Druid 3 (Circle of the Land [Desert])&lt;br /&gt;
Str 13 (+1), Dex 8 (-1), Con 13 (+1), Int 14 (+2), Wis 16 (+3), Cha 10 (+0)&lt;br /&gt;
Proficiency: +2&lt;br /&gt;
Armor Class: 12&lt;br /&gt;
Hit Points: 21&lt;br /&gt;
Armor: Light armor, medium armor, shields (druids will not wear armor or use shields made of metal)&lt;br /&gt;
Weapons: Clubs, daggers, darts, javelins, maces, quarterstaffs, scimitars, sickles, slings, spears&lt;br /&gt;
Tools: Herbalism kit, Cook&#039;s utensils&lt;br /&gt;
Saving Throws: Intelligence +4, Wisdom +5&lt;br /&gt;
Skills: Animal Handling +5, Insight +5, Medicine +5, Perception +5, Survival +7 (Expertise), Nature +4&lt;br /&gt;
Languages: Common, Primordial, Sylvan, Druidic&lt;br /&gt;
Feats: Prodigy (XGE)&lt;br /&gt;
Features: Druidic, Spellcasting, Wild Shape, Druid Circle (Circle of the Land [Bonus Cantrip, Natural Recovery, Circle Spells])&lt;br /&gt;
Spellcasting: Cntr: 2+1; 1st: 4; 2nd: 2; 8 minutes prep; Save DC: 13; Spell attack: +5&lt;br /&gt;
Circle Spells: blur (2nd), silence (2nd)&lt;br /&gt;
Wild Shape: Max CR: 1/4; no flying or swimming; 1 hour; 2/rest&lt;br /&gt;
Equipment: club, wooden shield, leather armor, an explorer’s pack, a druidic focus&lt;br /&gt;
Combat: +3 attack (melee); +1 attack (ranged); club 1d4+1 B&lt;br /&gt;
&lt;br /&gt;
Here&#039;s the write-up after some looking around the Internet. I really don&#039;t have much of a background in mind:&lt;br /&gt;
Not really managing to make anything of herself it was only when a senior druid walked out of the badlands and said he&#039;d been sent to find her that her life started going anywhere. Once done with training she just sort of took to wandering. In some ways she&#039;s a fantasy Taoist. --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Thol Wolf-Brother, Son of Hrin&#039;&#039;&#039;&lt;br /&gt;
A wandering Human barbarian far from his home and clan in the Great North, Thol has great respect for his axes and his drink. His allies are happy to have him pointed at their enemies.&lt;br /&gt;
Played by: Archer &lt;br /&gt;
[https://www.dndbeyond.com/characters/20097730/Ef0tPN]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Zass&#039;&#039;&#039;&lt;br /&gt;
Zass is a Yuan Ti Pureblood, or perhaps it should be said she was until being cursed by the Fey and bound to them. Now her emotions have been unleashed as she uses stealth and magic as a Thief/Warlock to make her way through the world, lost to her own people. &lt;br /&gt;
Played by: Staatick&lt;br /&gt;
[https://www.myth-weavers.com/sheet.html#id=1728233]&lt;br /&gt;
&lt;br /&gt;
==The Troupe of Newdawn==&lt;br /&gt;
The Troupe of Newdawn are a group of people who represent the influential and wealthy of Kingsland as well as the group of colonists hoping to call the New Land home one day. &lt;br /&gt;
This small group is in charge of the exploration and clearing of (when necessary) the unexplored territories of the New Land. &lt;br /&gt;
The group consists of ex soldiers from the King and Queen&#039;s army, mercenaries, and others in the opportune position to strike out for an unexplored part of the world and those who can &amp;quot;get the job done&amp;quot;. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Commandant Horris Belevante&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This stalwart human is typically seen in his retired uniform from the King&#039;s Guard. His long gray hair shows his years where his strong and confident physique doe not.&lt;br /&gt;
The Commandant oversees the entire operation of the Troupe, from everyday affairs such as ration shortages or, if the Troupe is lucky, overages, and any petty squabbles the Troupe (or its visitors) may have to larger threats such as raids by monsters or &amp;quot;competition&amp;quot; showing up. &lt;br /&gt;
Though Exploration and the purging of dangerous and vile creatures is a primary concern of the Commandant, his main concern is the safety of the Troupe (without the Troupe the operation is lost, after all) and with the help of his second, Bijinn Umi, and the &amp;quot;Good Captain Bashaar Firescale&amp;quot; is ready to evacuate the Troupe to the Captains ship, the Silt Maiden, at a moment&#039;s notice. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bijinn Umi&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Bijinn Umi is a mysterious woman, presumably human though very pale, from the Mysterious East, calling her home on the rare times she talks about her home, as the Bay of Jade. &lt;br /&gt;
Bijinn Umi does not talk a lot and seems very shy on matters that pertain to her, directly, and is very vocal on giving orders as the &amp;quot;second&amp;quot; to the Commandant. &lt;br /&gt;
She is skilled in tactics and combat both, carrying twin blades with a bluish metal tint and inspiring confidence in all of her allies. Though an enigma from an even more enigmatic land, she has won the trust and respect of her peers and is treated as one of the Troupe just as much as any who might be more &amp;quot;local&amp;quot;. &lt;br /&gt;
Bijinn Umi is responsible for a lot of the items that the Commandant just can&#039;t juggle and is, in particular, responsible for the security of Camp Newdawn. It is whispered around camp that Bijinn Umi often makes weather predictions with amazing and unnerving accuracy, impressing even the resident magical expert of the Troupe, Skalahazz.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Kalen&#039;&#039;&#039; &lt;br /&gt;
Kalen is a simple and average-appearing man until he talks, at which point he demands the attention of those aorund him with his deep voice which fits his representation and devotion to Pelor whose sun-symbol is worn about the man&#039;s neck boldly and proudly. &lt;br /&gt;
The priest of the Troupe and keeper of the Temple, a simple cabin with a major shrine to Pelor and minor shrines to &amp;quot;lesser&amp;quot; deities, Kalen serves as the Troupe&#039;s healer, spiritual guide, and simple confidant when necessary. Kalen is also seen pitching in wherever necessary (and whenever the opportunity to teach others about the Father of the Light. &lt;br /&gt;
Next to Bijinn Umi, Kalen is likey the most trusted person in the Troupe not only to the Commandant but to the Troupe as a whole. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Verna Brushbrittle&#039;&#039;&#039;&lt;br /&gt;
Verna is a halfling but no one sees her as that diminutive race, what they see in Verna is that she is a master chef that could cook for the King and Queen&#039;s table in the Great Halls themselves. &lt;br /&gt;
Verna&#039;s best talent is taking what little rations and hunted game there is in Camp Newdawn and creating something amazing from it. Her meals are the stuff of legends the way the folk of the Troupe talk and the &amp;quot;Mess Tent&amp;quot; is virtually packed and as wonderful smelling as any tavern or inn when good food and drink are about. &lt;br /&gt;
The Troupe are especially fond of the Newberry Wine, a special concoction that Verna has discovered and created from the local &amp;quot;Newberries&amp;quot; discovered in the New Land. As intoxicating as wine and as sweet as Sweet Water served in any Tavern or Inn. &lt;br /&gt;
Verna cannot be underestimated as being more than capable of taking care of herself, either. Many a man much larger than she has come to fear her switch for getting into her stores or trying to help themselves to her stew pot. &lt;br /&gt;
Her second is a young halforc boy named Timid which fits him well as he is very shy and afraid that his heritage will earn him ill will. But Verna demands respect of her cooking pupil and the Troupe give it, even calling Timid Verna&#039;s son. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Shalahazz&#039;&#039;&#039;&lt;br /&gt;
An elf whose powers are unmatched in the variety of spellcasters in the Troupe, Shalahazz&#039;s source of magic is also a deep mystery and most, even fellow spellcasters, can&#039;t pin him down as a Wizard, a Sorcerer, or a Warlock of some sort. &lt;br /&gt;
This elf looks noble born with the most sharp and perfect features of his race, but his ageless features common to his people is marred by the streak of silver in his hair which starts at the brow and continues around to his long locks. He doesn&#039;t talk about this, pointing out that the color of his hair has little to do with academia or important magical matters of the Troupe. &lt;br /&gt;
He has proven himself continuously and is known for his magical battle prowess as one of the first in the company to fight off a monster attack when the Troupe established camp, but his serious and mysterious air is often offputting to the others of the Troupe. &lt;br /&gt;
Shalahazz is often busy studying in his tent which is fairly good sized as it also serves as the magical market of the Camp though the selling and buying duties are left decidedly to Thellen Stareye the young human man under his tutelage and also the shopkeep of &amp;quot;Shalahazz&#039;s Wonders&amp;quot; as the tent has come to be called. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Troupe Watch&#039;&#039;&#039;&lt;br /&gt;
The Watch are warriors and wizards who serve to guard Camp Newdawn as well as working as gatherers of food, wood, flora, and other resources necessary to keep the Troupe sustained. Though the Watch are behooven to both Bijinn Umi and Commandant Belevante, the Watch&#039;s leader of sorts is Watch Commander Eulis (known not to her face as Eulis the Red after her former pirate name).  &lt;br /&gt;
The Watch is composed of all sorts of folks from all sorts of backgrounds who have come to be a kind of family, respecting one another despite some of their differences both culturally and ethically.  &lt;br /&gt;
All members of the Watch have proven themselves capable and, more importantly, loyal. It doesn&#039;t hurt that Eulis has made it clear that those who work against the Troupe&#039;s purpose or prove unworthy of the Troupe&#039;s trust will be exiled from the camp into the unknown of the New Land never to return on promise of death. &lt;br /&gt;
To date, this threat has only been carried out once but no one talks about the details, telling any who inquire to take it up with Eulis, herself, if they dare. &lt;br /&gt;
Thanks to the Watch and their competence as warriors and spellcasters both, the Campo has been left mostly peaceful since the first monster attack was turned away. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Oborik&#039;&#039;&#039;&lt;br /&gt;
This is a word that immediately raises alarms in the Camp as anyone coming to work for or visit the Troupe is hastenly told. &lt;br /&gt;
The Oborik are a group of monsters local to the New Land who could be called goblins or ogres or orks, save for the fact that they have a unique appearance and vary in size between all three of the before mentioned.&lt;br /&gt;
They are called Oborik because that is the only words they utter (and the Troupe isn&#039;t sure that they got the word right with the monsters&#039; thick gutterish accents). &lt;br /&gt;
The creatures are described as very pale creatures with golden wolf-like eyes and black claw-like nails. They have blood red fur which acts as hair but courses down the back of their necks and backs resembling something closer to fur. &lt;br /&gt;
They are sneaky and competent fighters but have not been seen again since the first raid, other than in small bands that have been wiped out or avoided.&lt;br /&gt;
&lt;br /&gt;
==Places Of Interest==&lt;br /&gt;
The New Land is an unexplored, vast continent full of places both beautiful and dangerous, some even terrifying. &lt;br /&gt;
The Troupe of NewDawn have scarcely touched the surface of the land and mapped out even less of it. But a little knowledge can be better than no knowledge at all. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Peaceful Isles&#039;&#039;&#039;&lt;br /&gt;
This place is said to live up to its name and offers some food, good fishing, and resources, though these resources are limited and in order to avoid stripping the isles, the Troupe would like to find other resources in the New Land, itself. &lt;br /&gt;
This is a place where both the Troupe of NewDawn and the crew of the Silt Maiden go to relax and enjoy themselves when time allows. &lt;br /&gt;
The foliage here is green and tropical and the fish colorful and bright. The Newberries grow plentiful here, which the cooks in Camp NewDawn enjoy using for pies, drnks, and other refreshing fixings. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Island of the Witch&#039;&#039;&#039;&lt;br /&gt;
This island in contrast to the peaceful isles is a place covered in mists and mystery. The only group sent here to look around came back murderous and mindless save for a message that had been left with one man who had been controlled by something telling the Troupe to leave it alone. When the man recovered, all he could say is that &amp;quot;She&amp;quot; needed to be left alone and none have gone back to the island since. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Great Swamp&#039;&#039;&#039;&lt;br /&gt;
This great expanse of marshland is inhabited by lizardfolk and bullywugs according to the Troupe and, perhaps, a great winged beast as well that may or may not be a dragon. Some of the Troupe have been captured and eaten by the lizardfolk, making it unlikely that friendly negotiations can be made with these particular creatures. &lt;br /&gt;
Oddly enough, the Oborik attacked from this general direction and, apparently, made it through the swamps unscathed somehow. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Lush Green&#039;&#039;&#039;&lt;br /&gt;
This section of tropical woodlands is said to be ruled over by creatures known as ghost monkeys. Creatures that can control nature, steal items very stealthily, and possibly even fly. It has been proposed most recently that these creature may be upset nature spirits as they seem to attack when the trees or fruits of this area are threatened.&lt;/div&gt;</summary>
		<author><name>Nyarlthotep</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=The_Land_of_Spoils_and_Promised_Danger&amp;diff=375480</id>
		<title>The Land of Spoils and Promised Danger</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=The_Land_of_Spoils_and_Promised_Danger&amp;diff=375480"/>
		<updated>2019-12-24T22:23:57Z</updated>

		<summary type="html">&lt;p&gt;Nyarlthotep: Undo revision 375466 by Satan Clause (talk) Undo Vandalism&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=The Background=&lt;br /&gt;
It is the largest unexplored continent in the World (for the World is what the everyday folk call this orb on which life teems while the learned scholars name the place Taermus).&lt;br /&gt;
This great new land is ripe for colonization by the King and Queen of Kingsland but the great minerals and other secrets hidden in the deep woods, mountains, and perhaps even in the swamps or icy glaciers are coveted by not only the throne but others who would seek out this land to plunder its spoils or to set up their own seat of power. &lt;br /&gt;
For those willing to help explore and protect the colonists of this new land, there is good work and spoils to be had for them as well. &lt;br /&gt;
Indeed, this is where we find the Troupe of the Newdawn, named for the new opportunities that await those brave explorers.&lt;br /&gt;
The Troupe has set up a consignment for able bodies explorers who would face the unknowns in this new land. &lt;br /&gt;
&lt;br /&gt;
Camp Newdawn is a modest establishment, having a makeshift &amp;quot;mess tent&amp;quot; that passes for a tavern and place to grab a small meal, the cabins where those of the Troupe and other visitors can get some rest, the Temple which is mostly devoted to Pelor but also holds a host of minor shrines as well, as well as the Officer&#039;s Tent for those of the Troupe who are considered its leaders, and a few storage tents for supplies and equipment. &lt;br /&gt;
&lt;br /&gt;
==The New Land Map==&lt;br /&gt;
As it Stands now:&lt;br /&gt;
&lt;br /&gt;
[https://imgur.com/hncwbLl]&lt;br /&gt;
&lt;br /&gt;
==The Explorers==&lt;br /&gt;
These are the brave (or desperate, or insane, or...nevermind) these are the explorers of the New Land. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dancer Under the Crescent Moon (Dancer to Her Allies)&#039;&#039;&#039;&lt;br /&gt;
Dancer is a Tabaxi Hexblade from the &amp;quot;Golden Deserts&amp;quot; of Kabarr in the East who wanders and looks for her next hunt, she especially has a distaste for raiders. &lt;br /&gt;
Played by: Talisman&lt;br /&gt;
[https://docs.google.com/document/d/16-GBUQ2ah_03RkX5eHMfOA6WK9xOQtMu-A4O6q50CNg/edit]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dr. Alfans Lunarre&#039;&#039;&#039;&lt;br /&gt;
The Longtooth Shifter Bloodhunter, Alfans is fresh from gaining his doctorate and ready to see the world outside of the tomes (and also a hunter of dark things).&lt;br /&gt;
Played by: Woolishly Grim&lt;br /&gt;
[https://www.dndbeyond.com/characters/20136023]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Meiovar[https://www.dndbeyond.com/profile/SturmRaven/characters/20097409]&#039;&#039;&#039;&lt;br /&gt;
This Half-Elf Sorceress is a mystery to her peers even in the collegiate realms where she studied. She roams the lands of the World looking for what might be over the next ridge and, especially, what ancient knowledge might be uncovered along the way. &lt;br /&gt;
Played by: Stormraven&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Iman&#039;&#039;&#039;&lt;br /&gt;
Iman is a Human druid who began an unremarkable life only to be sought out by her teacher and, she soon found, the World itself. She wanders the ways and wilds offering wisdom to those who seem in need of it.&lt;br /&gt;
Played by: Silvercat Moonpaw [https://wiki.rpg.net/index.php/Iman]&lt;br /&gt;
&amp;lt;!-- Iman&lt;br /&gt;
Age: 55&lt;br /&gt;
Hair: Black&lt;br /&gt;
Eyes: Brown&lt;br /&gt;
Female Human [Variant] Druid 3 (Circle of the Land [Desert])&lt;br /&gt;
Str 13 (+1), Dex 8 (-1), Con 13 (+1), Int 14 (+2), Wis 16 (+3), Cha 10 (+0)&lt;br /&gt;
Proficiency: +2&lt;br /&gt;
Armor Class: 12&lt;br /&gt;
Hit Points: 21&lt;br /&gt;
Armor: Light armor, medium armor, shields (druids will not wear armor or use shields made of metal)&lt;br /&gt;
Weapons: Clubs, daggers, darts, javelins, maces, quarterstaffs, scimitars, sickles, slings, spears&lt;br /&gt;
Tools: Herbalism kit, Cook&#039;s utensils&lt;br /&gt;
Saving Throws: Intelligence +4, Wisdom +5&lt;br /&gt;
Skills: Animal Handling +5, Insight +5, Medicine +5, Perception +5, Survival +7 (Expertise), Nature +4&lt;br /&gt;
Languages: Common, Primordial, Sylvan, Druidic&lt;br /&gt;
Feats: Prodigy (XGE)&lt;br /&gt;
Features: Druidic, Spellcasting, Wild Shape, Druid Circle (Circle of the Land [Bonus Cantrip, Natural Recovery, Circle Spells])&lt;br /&gt;
Spellcasting: Cntr: 2+1; 1st: 4; 2nd: 2; 8 minutes prep; Save DC: 13; Spell attack: +5&lt;br /&gt;
Circle Spells: blur (2nd), silence (2nd)&lt;br /&gt;
Wild Shape: Max CR: 1/4; no flying or swimming; 1 hour; 2/rest&lt;br /&gt;
Equipment: club, wooden shield, leather armor, an explorer’s pack, a druidic focus&lt;br /&gt;
Combat: +3 attack (melee); +1 attack (ranged); club 1d4+1 B&lt;br /&gt;
&lt;br /&gt;
Here&#039;s the write-up after some looking around the Internet. I really don&#039;t have much of a background in mind:&lt;br /&gt;
Not really managing to make anything of herself it was only when a senior druid walked out of the badlands and said he&#039;d been sent to find her that her life started going anywhere. Once done with training she just sort of took to wandering. In some ways she&#039;s a fantasy Taoist.Iman&lt;br /&gt;
Age: 55&lt;br /&gt;
Hair: Black&lt;br /&gt;
Eyes: Brown&lt;br /&gt;
Female Human [Variant] Druid 3 (Circle of the Land [Desert])&lt;br /&gt;
Str 13 (+1), Dex 8 (-1), Con 13 (+1), Int 14 (+2), Wis 16 (+3), Cha 10 (+0)&lt;br /&gt;
Proficiency: +2&lt;br /&gt;
Armor Class: 12&lt;br /&gt;
Hit Points: 21&lt;br /&gt;
Armor: Light armor, medium armor, shields (druids will not wear armor or use shields made of metal)&lt;br /&gt;
Weapons: Clubs, daggers, darts, javelins, maces, quarterstaffs, scimitars, sickles, slings, spears&lt;br /&gt;
Tools: Herbalism kit, Cook&#039;s utensils&lt;br /&gt;
Saving Throws: Intelligence +4, Wisdom +5&lt;br /&gt;
Skills: Animal Handling +5, Insight +5, Medicine +5, Perception +5, Survival +7 (Expertise), Nature +4&lt;br /&gt;
Languages: Common, Primordial, Sylvan, Druidic&lt;br /&gt;
Feats: Prodigy (XGE)&lt;br /&gt;
Features: Druidic, Spellcasting, Wild Shape, Druid Circle (Circle of the Land [Bonus Cantrip, Natural Recovery, Circle Spells])&lt;br /&gt;
Spellcasting: Cntr: 2+1; 1st: 4; 2nd: 2; 8 minutes prep; Save DC: 13; Spell attack: +5&lt;br /&gt;
Circle Spells: blur (2nd), silence (2nd)&lt;br /&gt;
Wild Shape: Max CR: 1/4; no flying or swimming; 1 hour; 2/rest&lt;br /&gt;
Equipment: club, wooden shield, leather armor, an explorer’s pack, a druidic focus&lt;br /&gt;
Combat: +3 attack (melee); +1 attack (ranged); club 1d4+1 B&lt;br /&gt;
&lt;br /&gt;
Here&#039;s the write-up after some looking around the Internet. I really don&#039;t have much of a background in mind:&lt;br /&gt;
Not really managing to make anything of herself it was only when a senior druid walked out of the badlands and said he&#039;d been sent to find her that her life started going anywhere. Once done with training she just sort of took to wandering. In some ways she&#039;s a fantasy Taoist. --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Thol Wolf-Brother, Son of Hrin&#039;&#039;&#039;&lt;br /&gt;
A wandering Human barbarian far from his home and clan in the Great North, Thol has great respect for his axes and his drink. His allies are happy to have him pointed at their enemies.&lt;br /&gt;
Played by: Archer &lt;br /&gt;
[https://www.dndbeyond.com/characters/20097730/Ef0tPN]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Zass&#039;&#039;&#039;&lt;br /&gt;
Zass is a Yuan Ti Pureblood, or perhaps it should be said she was until being cursed by the Fey and bound to them. Now her emotions have been unleashed as she uses stealth and magic as a Thief/Warlock to make her way through the world, lost to her own people. &lt;br /&gt;
Played by: Staatick&lt;br /&gt;
[https://www.myth-weavers.com/sheet.html#id=1728233]&lt;br /&gt;
&lt;br /&gt;
==The Troupe of Newdawn==&lt;br /&gt;
The Troupe of Newdawn are a group of people who represent the influential and wealthy of Kingsland as well as the group of colonists hoping to call the New Land home one day. &lt;br /&gt;
This small group is in charge of the exploration and clearing of (when necessary) the unexplored territories of the New Land. &lt;br /&gt;
The group consists of ex soldiers from the King and Queen&#039;s army, mercenaries, and others in the opportune position to strike out for an unexplored part of the world and those who can &amp;quot;get the job done&amp;quot;. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Commandant Horris Belevante&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This stalwart human is typically seen in his retired uniform from the King&#039;s Guard. His long gray hair shows his years where his strong and confident physique doe not.&lt;br /&gt;
The Commandant oversees the entire operation of the Troupe, from everyday affairs such as ration shortages or, if the Troupe is lucky, overages, and any petty squabbles the Troupe (or its visitors) may have to larger threats such as raids by monsters or &amp;quot;competition&amp;quot; showing up. &lt;br /&gt;
Though Exploration and the purging of dangerous and vile creatures is a primary concern of the Commandant, his main concern is the safety of the Troupe (without the Troupe the operation is lost, after all) and with the help of his second, Bijinn Umi, and the &amp;quot;Good Captain Bashaar Firescale&amp;quot; is ready to evacuate the Troupe to the Captains ship, the Silt Maiden, at a moment&#039;s notice. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bijinn Umi&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Bijinn Umi is a mysterious woman, presumably human though very pale, from the Mysterious East, calling her home on the rare times she talks about her home, as the Bay of Jade. &lt;br /&gt;
Bijinn Umi does not talk a lot and seems very shy on matters that pertain to her, directly, and is very vocal on giving orders as the &amp;quot;second&amp;quot; to the Commandant. &lt;br /&gt;
She is skilled in tactics and combat both, carrying twin blades with a bluish metal tint and inspiring confidence in all of her allies. Though an enigma from an even more enigmatic land, she has won the trust and respect of her peers and is treated as one of the Troupe just as much as any who might be more &amp;quot;local&amp;quot;. &lt;br /&gt;
Bijinn Umi is responsible for a lot of the items that the Commandant just can&#039;t juggle and is, in particular, responsible for the security of Camp Newdawn. It is whispered around camp that Bijinn Umi often makes weather predictions with amazing and unnerving accuracy, impressing even the resident magical expert of the Troupe, Skalahazz.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Kalen&#039;&#039;&#039; &lt;br /&gt;
Kalen is a simple and average-appearing man until he talks, at which point he demands the attention of those aorund him with his deep voice which fits his representation and devotion to Pelor whose sun-symbol is worn about the man&#039;s neck boldly and proudly. &lt;br /&gt;
The priest of the Troupe and keeper of the Temple, a simple cabin with a major shrine to Pelor and minor shrines to &amp;quot;lesser&amp;quot; deities, Kalen serves as the Troupe&#039;s healer, spiritual guide, and simple confidant when necessary. Kalen is also seen pitching in wherever necessary (and whenever the opportunity to teach others about the Father of the Light. &lt;br /&gt;
Next to Bijinn Umi, Kalen is likey the most trusted person in the Troupe not only to the Commandant but to the Troupe as a whole. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Verna Brushbrittle&#039;&#039;&#039;&lt;br /&gt;
Verna is a halfling but no one sees her as that diminutive race, what they see in Verna is that she is a master chef that could cook for the King and Queen&#039;s table in the Great Halls themselves. &lt;br /&gt;
Verna&#039;s best talent is taking what little rations and hunted game there is in Camp Newdawn and creating something amazing from it. Her meals are the stuff of legends the way the folk of the Troupe talk and the &amp;quot;Mess Tent&amp;quot; is virtually packed and as wonderful smelling as any tavern or inn when good food and drink are about. &lt;br /&gt;
The Troupe are especially fond of the Newberry Wine, a special concoction that Verna has discovered and created from the local &amp;quot;Newberries&amp;quot; discovered in the New Land. As intoxicating as wine and as sweet as Sweet Water served in any Tavern or Inn. &lt;br /&gt;
Verna cannot be underestimated as being more than capable of taking care of herself, either. Many a man much larger than she has come to fear her switch for getting into her stores or trying to help themselves to her stew pot. &lt;br /&gt;
Her second is a young halforc boy named Timid which fits him well as he is very shy and afraid that his heritage will earn him ill will. But Verna demands respect of her cooking pupil and the Troupe give it, even calling Timid Verna&#039;s son. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Shalahazz&#039;&#039;&#039;&lt;br /&gt;
An elf whose powers are unmatched in the variety of spellcasters in the Troupe, Shalahazz&#039;s source of magic is also a deep mystery and most, even fellow spellcasters, can&#039;t pin him down as a Wizard, a Sorcerer, or a Warlock of some sort. &lt;br /&gt;
This elf looks noble born with the most sharp and perfect features of his race, but his ageless features common to his people is marred by the streak of silver in his hair which starts at the brow and continues around to his long locks. He doesn&#039;t talk about this, pointing out that the color of his hair has little to do with academia or important magical matters of the Troupe. &lt;br /&gt;
He has proven himself continuously and is known for his magical battle prowess as one of the first in the company to fight off a monster attack when the Troupe established camp, but his serious and mysterious air is often offputting to the others of the Troupe. &lt;br /&gt;
Shalahazz is often busy studying in his tent which is fairly good sized as it also serves as the magical market of the Camp though the selling and buying duties are left decidedly to Thellen Stareye the young human man under his tutelage and also the shopkeep of &amp;quot;Shalahazz&#039;s Wonders&amp;quot; as the tent has come to be called. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Troupe Watch&#039;&#039;&#039;&lt;br /&gt;
The Watch are warriors and wizards who serve to guard Camp Newdawn as well as working as gatherers of food, wood, flora, and other resources necessary to keep the Troupe sustained. Though the Watch are behooven to both Bijinn Umi and Commandant Belevante, the Watch&#039;s leader of sorts is Watch Commander Eulis (known not to her face as Eulis the Red after her former pirate name).  &lt;br /&gt;
The Watch is composed of all sorts of folks from all sorts of backgrounds who have come to be a kind of family, respecting one another despite some of their differences both culturally and ethically.  &lt;br /&gt;
All members of the Watch have proven themselves capable and, more importantly, loyal. It doesn&#039;t hurt that Eulis has made it clear that those who work against the Troupe&#039;s purpose or prove unworthy of the Troupe&#039;s trust will be exiled from the camp into the unknown of the New Land never to return on promise of death. &lt;br /&gt;
To date, this threat has only been carried out once but no one talks about the details, telling any who inquire to take it up with Eulis, herself, if they dare. &lt;br /&gt;
Thanks to the Watch and their competence as warriors and spellcasters both, the Campo has been left mostly peaceful since the first monster attack was turned away. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Oborik&#039;&#039;&#039;&lt;br /&gt;
This is a word that immediately raises alarms in the Camp as anyone coming to work for or visit the Troupe is hastenly told. &lt;br /&gt;
The Oborik are a group of monsters local to the New Land who could be called goblins or ogres or orks, save for the fact that they have a unique appearance and vary in size between all three of the before mentioned.&lt;br /&gt;
They are called Oborik because that is the only words they utter (and the Troupe isn&#039;t sure that they got the word right with the monsters&#039; thick gutterish accents). &lt;br /&gt;
The creatures are described as very pale creatures with golden wolf-like eyes and black claw-like nails. They have blood red fur which acts as hair but courses down the back of their necks and backs resembling something closer to fur. &lt;br /&gt;
They are sneaky and competent fighters but have not been seen again since the first raid, other than in small bands that have been wiped out or avoided.&lt;/div&gt;</summary>
		<author><name>Nyarlthotep</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=The_Land_of_Spoils_and_Promised_Danger&amp;diff=375429</id>
		<title>The Land of Spoils and Promised Danger</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=The_Land_of_Spoils_and_Promised_Danger&amp;diff=375429"/>
		<updated>2019-12-23T06:24:29Z</updated>

		<summary type="html">&lt;p&gt;Nyarlthotep: /* The New Land Map */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=The Background=&lt;br /&gt;
It is the largest unexplored continent in the World (for the World is what the everyday folk call this orb on which life teems while the learned scholars name the place Taermus).&lt;br /&gt;
This great new land is ripe for colonization by the King and Queen of Kingsland but the great minerals and other secrets hidden in the deep woods, mountains, and perhaps even in the swamps or icy glaciers are coveted by not only the throne but others who would seek out this land to plunder its spoils or to set up their own seat of power. &lt;br /&gt;
For those willing to help explore and protect the colonists of this new land, there is good work and spoils to be had for them as well. &lt;br /&gt;
Indeed, this is where we find the Troupe of the Newdawn, named for the new opportunities that await those brave explorers.&lt;br /&gt;
The Troupe has set up a consignment for able bodies explorers who would face the unknowns in this new land. &lt;br /&gt;
&lt;br /&gt;
Camp Newdawn is a modest establishment, having a makeshift &amp;quot;mess tent&amp;quot; that passes for a tavern and place to grab a small meal, the cabins where those of the Troupe and other visitors can get some rest, the Temple which is mostly devoted to Pelor but also holds a host of minor shrines as well, as well as the Officer&#039;s Tent for those of the Troupe who are considered its leaders, and a few storage tents for supplies and equipment. &lt;br /&gt;
&lt;br /&gt;
==The New Land Map==&lt;br /&gt;
As it Stands now:&lt;br /&gt;
&lt;br /&gt;
[https://imgur.com/hncwbLl]&lt;br /&gt;
&lt;br /&gt;
==The Explorers==&lt;br /&gt;
These are the brave (or desperate, or insane, or...nevermind) these are the explorers of the New Land. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dancer Under the Crescent Moon (Dancer to Her Allies)&#039;&#039;&#039;&lt;br /&gt;
Dancer is a Tabaxi Hexblade from the &amp;quot;Golden Deserts&amp;quot; of Kabarr in the East who wanders and looks for her next hunt, she especially has a distaste for raiders. &lt;br /&gt;
Played by: Talisman&lt;br /&gt;
[https://docs.google.com/document/d/16-GBUQ2ah_03RkX5eHMfOA6WK9xOQtMu-A4O6q50CNg/edit]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dr. Alfans Lunarre&#039;&#039;&#039;&lt;br /&gt;
The Longtooth Shifter Bloodhunter, Alfans is fresh from gaining his doctorate and ready to see the world outside of the tomes (and also a hunter of dark things).&lt;br /&gt;
Played by: Woolishly Grim&lt;br /&gt;
[https://www.dndbeyond.com/characters/20136023]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Meiovar[https://www.dndbeyond.com/profile/SturmRaven/characters/20097409]&#039;&#039;&#039;&lt;br /&gt;
This Half-Elf Sorceress is a mystery to her peers even in the collegiate realms where she studied. She roams the lands of the World looking for what might be over the next ridge and, especially, what ancient knowledge might be uncovered along the way. &lt;br /&gt;
Played by: Stormraven&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Iman&#039;&#039;&#039;&lt;br /&gt;
Iman is a Human druid who began an unremarkable life only to be sought out by her teacher and, she soon found, the World itself. She wanders the ways and wilds offering wisdom to those who seem in need of it.&lt;br /&gt;
Played by: Silvercat Moonpaw [https://wiki.rpg.net/index.php/Iman]&lt;br /&gt;
&amp;lt;!-- Iman&lt;br /&gt;
Age: 55&lt;br /&gt;
Hair: Black&lt;br /&gt;
Eyes: Brown&lt;br /&gt;
Female Human [Variant] Druid 3 (Circle of the Land [Desert])&lt;br /&gt;
Str 13 (+1), Dex 8 (-1), Con 13 (+1), Int 14 (+2), Wis 16 (+3), Cha 10 (+0)&lt;br /&gt;
Proficiency: +2&lt;br /&gt;
Armor Class: 12&lt;br /&gt;
Hit Points: 21&lt;br /&gt;
Armor: Light armor, medium armor, shields (druids will not wear armor or use shields made of metal)&lt;br /&gt;
Weapons: Clubs, daggers, darts, javelins, maces, quarterstaffs, scimitars, sickles, slings, spears&lt;br /&gt;
Tools: Herbalism kit, Cook&#039;s utensils&lt;br /&gt;
Saving Throws: Intelligence +4, Wisdom +5&lt;br /&gt;
Skills: Animal Handling +5, Insight +5, Medicine +5, Perception +5, Survival +7 (Expertise), Nature +4&lt;br /&gt;
Languages: Common, Primordial, Sylvan, Druidic&lt;br /&gt;
Feats: Prodigy (XGE)&lt;br /&gt;
Features: Druidic, Spellcasting, Wild Shape, Druid Circle (Circle of the Land [Bonus Cantrip, Natural Recovery, Circle Spells])&lt;br /&gt;
Spellcasting: Cntr: 2+1; 1st: 4; 2nd: 2; 8 minutes prep; Save DC: 13; Spell attack: +5&lt;br /&gt;
Circle Spells: blur (2nd), silence (2nd)&lt;br /&gt;
Wild Shape: Max CR: 1/4; no flying or swimming; 1 hour; 2/rest&lt;br /&gt;
Equipment: club, wooden shield, leather armor, an explorer’s pack, a druidic focus&lt;br /&gt;
Combat: +3 attack (melee); +1 attack (ranged); club 1d4+1 B&lt;br /&gt;
&lt;br /&gt;
Here&#039;s the write-up after some looking around the Internet. I really don&#039;t have much of a background in mind:&lt;br /&gt;
Not really managing to make anything of herself it was only when a senior druid walked out of the badlands and said he&#039;d been sent to find her that her life started going anywhere. Once done with training she just sort of took to wandering. In some ways she&#039;s a fantasy Taoist.Iman&lt;br /&gt;
Age: 55&lt;br /&gt;
Hair: Black&lt;br /&gt;
Eyes: Brown&lt;br /&gt;
Female Human [Variant] Druid 3 (Circle of the Land [Desert])&lt;br /&gt;
Str 13 (+1), Dex 8 (-1), Con 13 (+1), Int 14 (+2), Wis 16 (+3), Cha 10 (+0)&lt;br /&gt;
Proficiency: +2&lt;br /&gt;
Armor Class: 12&lt;br /&gt;
Hit Points: 21&lt;br /&gt;
Armor: Light armor, medium armor, shields (druids will not wear armor or use shields made of metal)&lt;br /&gt;
Weapons: Clubs, daggers, darts, javelins, maces, quarterstaffs, scimitars, sickles, slings, spears&lt;br /&gt;
Tools: Herbalism kit, Cook&#039;s utensils&lt;br /&gt;
Saving Throws: Intelligence +4, Wisdom +5&lt;br /&gt;
Skills: Animal Handling +5, Insight +5, Medicine +5, Perception +5, Survival +7 (Expertise), Nature +4&lt;br /&gt;
Languages: Common, Primordial, Sylvan, Druidic&lt;br /&gt;
Feats: Prodigy (XGE)&lt;br /&gt;
Features: Druidic, Spellcasting, Wild Shape, Druid Circle (Circle of the Land [Bonus Cantrip, Natural Recovery, Circle Spells])&lt;br /&gt;
Spellcasting: Cntr: 2+1; 1st: 4; 2nd: 2; 8 minutes prep; Save DC: 13; Spell attack: +5&lt;br /&gt;
Circle Spells: blur (2nd), silence (2nd)&lt;br /&gt;
Wild Shape: Max CR: 1/4; no flying or swimming; 1 hour; 2/rest&lt;br /&gt;
Equipment: club, wooden shield, leather armor, an explorer’s pack, a druidic focus&lt;br /&gt;
Combat: +3 attack (melee); +1 attack (ranged); club 1d4+1 B&lt;br /&gt;
&lt;br /&gt;
Here&#039;s the write-up after some looking around the Internet. I really don&#039;t have much of a background in mind:&lt;br /&gt;
Not really managing to make anything of herself it was only when a senior druid walked out of the badlands and said he&#039;d been sent to find her that her life started going anywhere. Once done with training she just sort of took to wandering. In some ways she&#039;s a fantasy Taoist. --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Thol Wolf-Brother, Son of Hrin&#039;&#039;&#039;&lt;br /&gt;
A wandering Human barbarian far from his home and clan in the Great North, Thol has great respect for his axes and his drink. His allies are happy to have him pointed at their enemies.&lt;br /&gt;
Played by: Archer &lt;br /&gt;
[https://www.dndbeyond.com/characters/20097730/Ef0tPN]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Zass&#039;&#039;&#039;&lt;br /&gt;
Zass is a Yuan Ti Pureblood, or perhaps it should be said she was until being cursed by the Fey and bound to them. Now her emotions have been unleashed as she uses stealth and magic as a Thief/Warlock to make her way through the world, lost to her own people. &lt;br /&gt;
Played by: Staatick&lt;br /&gt;
[https://www.myth-weavers.com/sheet.html#id=1728233]&lt;br /&gt;
&lt;br /&gt;
==The Troupe of Newdawn==&lt;br /&gt;
The Troupe of Newdawn are a group of people who represent the influential and wealthy of Kingsland as well as the group of colonists hoping to call the New Land home one day. &lt;br /&gt;
This small group is in charge of the exploration and clearing of (when necessary) the unexplored territories of the New Land. &lt;br /&gt;
The group consists of ex soldiers from the King and Queen&#039;s army, mercenaries, and others in the opportune position to strike out for an unexplored part of the world and those who can &amp;quot;get the job done&amp;quot;. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Commandant Horris Belevante&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This stalwart human is typically seen in his retired uniform from the King&#039;s Guard. His long gray hair shows his years where his strong and confident physique doe not.&lt;br /&gt;
The Commandant oversees the entire operation of the Troupe, from everyday affairs such as ration shortages or, if the Troupe is lucky, overages, and any petty squabbles the Troupe (or its visitors) may have to larger threats such as raids by monsters or &amp;quot;competition&amp;quot; showing up. &lt;br /&gt;
Though Exploration and the purging of dangerous and vile creatures is a primary concern of the Commandant, his main concern is the safety of the Troupe (without the Troupe the operation is lost, after all) and with the help of his second, Bijinn Umi, and the &amp;quot;Good Captain Bashaar Firescale&amp;quot; is ready to evacuate the Troupe to the Captains ship, the Silt Maiden, at a moment&#039;s notice. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bijinn Umi&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Bijinn Umi is a mysterious woman, presumably human though very pale, from the Mysterious East, calling her home on the rare times she talks about her home, as the Bay of Jade. &lt;br /&gt;
Bijinn Umi does not talk a lot and seems very shy on matters that pertain to her, directly, and is very vocal on giving orders as the &amp;quot;second&amp;quot; to the Commandant. &lt;br /&gt;
She is skilled in tactics and combat both, carrying twin blades with a bluish metal tint and inspiring confidence in all of her allies. Though an enigma from an even more enigmatic land, she has won the trust and respect of her peers and is treated as one of the Troupe just as much as any who might be more &amp;quot;local&amp;quot;. &lt;br /&gt;
Bijinn Umi is responsible for a lot of the items that the Commandant just can&#039;t juggle and is, in particular, responsible for the security of Camp Newdawn. It is whispered around camp that Bijinn Umi often makes weather predictions with amazing and unnerving accuracy, impressing even the resident magical expert of the Troupe, Skalahazz.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Kalen&#039;&#039;&#039; &lt;br /&gt;
Kalen is a simple and average-appearing man until he talks, at which point he demands the attention of those aorund him with his deep voice which fits his representation and devotion to Pelor whose sun-symbol is worn about the man&#039;s neck boldly and proudly. &lt;br /&gt;
The priest of the Troupe and keeper of the Temple, a simple cabin with a major shrine to Pelor and minor shrines to &amp;quot;lesser&amp;quot; deities, Kalen serves as the Troupe&#039;s healer, spiritual guide, and simple confidant when necessary. Kalen is also seen pitching in wherever necessary (and whenever the opportunity to teach others about the Father of the Light. &lt;br /&gt;
Next to Bijinn Umi, Kalen is likey the most trusted person in the Troupe not only to the Commandant but to the Troupe as a whole. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Verna Brushbrittle&#039;&#039;&#039;&lt;br /&gt;
Verna is a halfling but no one sees her as that diminutive race, what they see in Verna is that she is a master chef that could cook for the King and Queen&#039;s table in the Great Halls themselves. &lt;br /&gt;
Verna&#039;s best talent is taking what little rations and hunted game there is in Camp Newdawn and creating something amazing from it. Her meals are the stuff of legends the way the folk of the Troupe talk and the &amp;quot;Mess Tent&amp;quot; is virtually packed and as wonderful smelling as any tavern or inn when good food and drink are about. &lt;br /&gt;
The Troupe are especially fond of the Newberry Wine, a special concoction that Verna has discovered and created from the local &amp;quot;Newberries&amp;quot; discovered in the New Land. As intoxicating as wine and as sweet as Sweet Water served in any Tavern or Inn. &lt;br /&gt;
Verna cannot be underestimated as being more than capable of taking care of herself, either. Many a man much larger than she has come to fear her switch for getting into her stores or trying to help themselves to her stew pot. &lt;br /&gt;
Her second is a young halforc boy named Timid which fits him well as he is very shy and afraid that his heritage will earn him ill will. But Verna demands respect of her cooking pupil and the Troupe give it, even calling Timid Verna&#039;s son. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Shalahazz&#039;&#039;&#039;&lt;br /&gt;
An elf whose powers are unmatched in the variety of spellcasters in the Troupe, Shalahazz&#039;s source of magic is also a deep mystery and most, even fellow spellcasters, can&#039;t pin him down as a Wizard, a Sorcerer, or a Warlock of some sort. &lt;br /&gt;
This elf looks noble born with the most sharp and perfect features of his race, but his ageless features common to his people is marred by the streak of silver in his hair which starts at the brow and continues around to his long locks. He doesn&#039;t talk about this, pointing out that the color of his hair has little to do with academia or important magical matters of the Troupe. &lt;br /&gt;
He has proven himself continuously and is known for his magical battle prowess as one of the first in the company to fight off a monster attack when the Troupe established camp, but his serious and mysterious air is often offputting to the others of the Troupe. &lt;br /&gt;
Shalahazz is often busy studying in his tent which is fairly good sized as it also serves as the magical market of the Camp though the selling and buying duties are left decidedly to Thellen Stareye the young human man under his tutelage and also the shopkeep of &amp;quot;Shalahazz&#039;s Wonders&amp;quot; as the tent has come to be called. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Troupe Watch&#039;&#039;&#039;&lt;br /&gt;
The Watch are warriors and wizards who serve to guard Camp Newdawn as well as working as gatherers of food, wood, flora, and other resources necessary to keep the Troupe sustained. Though the Watch are behooven to both Bijinn Umi and Commandant Belevante, the Watch&#039;s leader of sorts is Watch Commander Eulis (known not to her face as Eulis the Red after her former pirate name).  &lt;br /&gt;
The Watch is composed of all sorts of folks from all sorts of backgrounds who have come to be a kind of family, respecting one another despite some of their differences both culturally and ethically.  &lt;br /&gt;
All members of the Watch have proven themselves capable and, more importantly, loyal. It doesn&#039;t hurt that Eulis has made it clear that those who work against the Troupe&#039;s purpose or prove unworthy of the Troupe&#039;s trust will be exiled from the camp into the unknown of the New Land never to return on promise of death. &lt;br /&gt;
To date, this threat has only been carried out once but no one talks about the details, telling any who inquire to take it up with Eulis, herself, if they dare. &lt;br /&gt;
Thanks to the Watch and their competence as warriors and spellcasters both, the Campo has been left mostly peaceful since the first monster attack was turned away. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Oborik&#039;&#039;&#039;&lt;br /&gt;
This is a word that immediately raises alarms in the Camp as anyone coming to work for or visit the Troupe is hastenly told. &lt;br /&gt;
The Oborik are a group of monsters local to the New Land who could be called goblins or ogres or orks, save for the fact that they have a unique appearance and vary in size between all three of the before mentioned.&lt;br /&gt;
They are called Oborik because that is the only words they utter (and the Troupe isn&#039;t sure that they got the word right with the monsters&#039; thick gutterish accents). &lt;br /&gt;
The creatures are described as very pale creatures with golden wolf-like eyes and black claw-like nails. They have blood red fur which acts as hair but courses down the back of their necks and backs resembling something closer to fur. &lt;br /&gt;
They are sneaky and competent fighters but have not been seen again since the first raid, other than in small bands that have been wiped out or avoided.&lt;/div&gt;</summary>
		<author><name>Nyarlthotep</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=The_Land_of_Spoils_and_Promised_Danger&amp;diff=375428</id>
		<title>The Land of Spoils and Promised Danger</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=The_Land_of_Spoils_and_Promised_Danger&amp;diff=375428"/>
		<updated>2019-12-23T06:22:41Z</updated>

		<summary type="html">&lt;p&gt;Nyarlthotep: /* The New Land Map */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=The Background=&lt;br /&gt;
It is the largest unexplored continent in the World (for the World is what the everyday folk call this orb on which life teems while the learned scholars name the place Taermus).&lt;br /&gt;
This great new land is ripe for colonization by the King and Queen of Kingsland but the great minerals and other secrets hidden in the deep woods, mountains, and perhaps even in the swamps or icy glaciers are coveted by not only the throne but others who would seek out this land to plunder its spoils or to set up their own seat of power. &lt;br /&gt;
For those willing to help explore and protect the colonists of this new land, there is good work and spoils to be had for them as well. &lt;br /&gt;
Indeed, this is where we find the Troupe of the Newdawn, named for the new opportunities that await those brave explorers.&lt;br /&gt;
The Troupe has set up a consignment for able bodies explorers who would face the unknowns in this new land. &lt;br /&gt;
&lt;br /&gt;
Camp Newdawn is a modest establishment, having a makeshift &amp;quot;mess tent&amp;quot; that passes for a tavern and place to grab a small meal, the cabins where those of the Troupe and other visitors can get some rest, the Temple which is mostly devoted to Pelor but also holds a host of minor shrines as well, as well as the Officer&#039;s Tent for those of the Troupe who are considered its leaders, and a few storage tents for supplies and equipment. &lt;br /&gt;
&lt;br /&gt;
==The New Land Map==&lt;br /&gt;
As it Stands now: &amp;lt;blockquote class=&amp;quot;imgur-embed-pub&amp;quot; lang=&amp;quot;en&amp;quot; data-id=&amp;quot;a/G22a1rn&amp;quot;  &amp;gt;&amp;lt;a href=&amp;quot;//imgur.com/a/G22a1rn&amp;quot;&amp;gt;The New Land Current Map&amp;lt;/a&amp;gt;&amp;lt;/blockquote&amp;gt;&amp;lt;script async src=&amp;quot;//s.imgur.com/min/embed.js&amp;quot; charset=&amp;quot;utf-8&amp;quot;&amp;gt;&amp;lt;/script&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==The Explorers==&lt;br /&gt;
These are the brave (or desperate, or insane, or...nevermind) these are the explorers of the New Land. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dancer Under the Crescent Moon (Dancer to Her Allies)&#039;&#039;&#039;&lt;br /&gt;
Dancer is a Tabaxi Hexblade from the &amp;quot;Golden Deserts&amp;quot; of Kabarr in the East who wanders and looks for her next hunt, she especially has a distaste for raiders. &lt;br /&gt;
Played by: Talisman&lt;br /&gt;
[https://docs.google.com/document/d/16-GBUQ2ah_03RkX5eHMfOA6WK9xOQtMu-A4O6q50CNg/edit]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dr. Alfans Lunarre&#039;&#039;&#039;&lt;br /&gt;
The Longtooth Shifter Bloodhunter, Alfans is fresh from gaining his doctorate and ready to see the world outside of the tomes (and also a hunter of dark things).&lt;br /&gt;
Played by: Woolishly Grim&lt;br /&gt;
[https://www.dndbeyond.com/characters/20136023]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Meiovar[https://www.dndbeyond.com/profile/SturmRaven/characters/20097409]&#039;&#039;&#039;&lt;br /&gt;
This Half-Elf Sorceress is a mystery to her peers even in the collegiate realms where she studied. She roams the lands of the World looking for what might be over the next ridge and, especially, what ancient knowledge might be uncovered along the way. &lt;br /&gt;
Played by: Stormraven&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Iman&#039;&#039;&#039;&lt;br /&gt;
Iman is a Human druid who began an unremarkable life only to be sought out by her teacher and, she soon found, the World itself. She wanders the ways and wilds offering wisdom to those who seem in need of it.&lt;br /&gt;
Played by: Silvercat Moonpaw [https://wiki.rpg.net/index.php/Iman]&lt;br /&gt;
&amp;lt;!-- Iman&lt;br /&gt;
Age: 55&lt;br /&gt;
Hair: Black&lt;br /&gt;
Eyes: Brown&lt;br /&gt;
Female Human [Variant] Druid 3 (Circle of the Land [Desert])&lt;br /&gt;
Str 13 (+1), Dex 8 (-1), Con 13 (+1), Int 14 (+2), Wis 16 (+3), Cha 10 (+0)&lt;br /&gt;
Proficiency: +2&lt;br /&gt;
Armor Class: 12&lt;br /&gt;
Hit Points: 21&lt;br /&gt;
Armor: Light armor, medium armor, shields (druids will not wear armor or use shields made of metal)&lt;br /&gt;
Weapons: Clubs, daggers, darts, javelins, maces, quarterstaffs, scimitars, sickles, slings, spears&lt;br /&gt;
Tools: Herbalism kit, Cook&#039;s utensils&lt;br /&gt;
Saving Throws: Intelligence +4, Wisdom +5&lt;br /&gt;
Skills: Animal Handling +5, Insight +5, Medicine +5, Perception +5, Survival +7 (Expertise), Nature +4&lt;br /&gt;
Languages: Common, Primordial, Sylvan, Druidic&lt;br /&gt;
Feats: Prodigy (XGE)&lt;br /&gt;
Features: Druidic, Spellcasting, Wild Shape, Druid Circle (Circle of the Land [Bonus Cantrip, Natural Recovery, Circle Spells])&lt;br /&gt;
Spellcasting: Cntr: 2+1; 1st: 4; 2nd: 2; 8 minutes prep; Save DC: 13; Spell attack: +5&lt;br /&gt;
Circle Spells: blur (2nd), silence (2nd)&lt;br /&gt;
Wild Shape: Max CR: 1/4; no flying or swimming; 1 hour; 2/rest&lt;br /&gt;
Equipment: club, wooden shield, leather armor, an explorer’s pack, a druidic focus&lt;br /&gt;
Combat: +3 attack (melee); +1 attack (ranged); club 1d4+1 B&lt;br /&gt;
&lt;br /&gt;
Here&#039;s the write-up after some looking around the Internet. I really don&#039;t have much of a background in mind:&lt;br /&gt;
Not really managing to make anything of herself it was only when a senior druid walked out of the badlands and said he&#039;d been sent to find her that her life started going anywhere. Once done with training she just sort of took to wandering. In some ways she&#039;s a fantasy Taoist.Iman&lt;br /&gt;
Age: 55&lt;br /&gt;
Hair: Black&lt;br /&gt;
Eyes: Brown&lt;br /&gt;
Female Human [Variant] Druid 3 (Circle of the Land [Desert])&lt;br /&gt;
Str 13 (+1), Dex 8 (-1), Con 13 (+1), Int 14 (+2), Wis 16 (+3), Cha 10 (+0)&lt;br /&gt;
Proficiency: +2&lt;br /&gt;
Armor Class: 12&lt;br /&gt;
Hit Points: 21&lt;br /&gt;
Armor: Light armor, medium armor, shields (druids will not wear armor or use shields made of metal)&lt;br /&gt;
Weapons: Clubs, daggers, darts, javelins, maces, quarterstaffs, scimitars, sickles, slings, spears&lt;br /&gt;
Tools: Herbalism kit, Cook&#039;s utensils&lt;br /&gt;
Saving Throws: Intelligence +4, Wisdom +5&lt;br /&gt;
Skills: Animal Handling +5, Insight +5, Medicine +5, Perception +5, Survival +7 (Expertise), Nature +4&lt;br /&gt;
Languages: Common, Primordial, Sylvan, Druidic&lt;br /&gt;
Feats: Prodigy (XGE)&lt;br /&gt;
Features: Druidic, Spellcasting, Wild Shape, Druid Circle (Circle of the Land [Bonus Cantrip, Natural Recovery, Circle Spells])&lt;br /&gt;
Spellcasting: Cntr: 2+1; 1st: 4; 2nd: 2; 8 minutes prep; Save DC: 13; Spell attack: +5&lt;br /&gt;
Circle Spells: blur (2nd), silence (2nd)&lt;br /&gt;
Wild Shape: Max CR: 1/4; no flying or swimming; 1 hour; 2/rest&lt;br /&gt;
Equipment: club, wooden shield, leather armor, an explorer’s pack, a druidic focus&lt;br /&gt;
Combat: +3 attack (melee); +1 attack (ranged); club 1d4+1 B&lt;br /&gt;
&lt;br /&gt;
Here&#039;s the write-up after some looking around the Internet. I really don&#039;t have much of a background in mind:&lt;br /&gt;
Not really managing to make anything of herself it was only when a senior druid walked out of the badlands and said he&#039;d been sent to find her that her life started going anywhere. Once done with training she just sort of took to wandering. In some ways she&#039;s a fantasy Taoist. --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Thol Wolf-Brother, Son of Hrin&#039;&#039;&#039;&lt;br /&gt;
A wandering Human barbarian far from his home and clan in the Great North, Thol has great respect for his axes and his drink. His allies are happy to have him pointed at their enemies.&lt;br /&gt;
Played by: Archer &lt;br /&gt;
[https://www.dndbeyond.com/characters/20097730/Ef0tPN]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Zass&#039;&#039;&#039;&lt;br /&gt;
Zass is a Yuan Ti Pureblood, or perhaps it should be said she was until being cursed by the Fey and bound to them. Now her emotions have been unleashed as she uses stealth and magic as a Thief/Warlock to make her way through the world, lost to her own people. &lt;br /&gt;
Played by: Staatick&lt;br /&gt;
[https://www.myth-weavers.com/sheet.html#id=1728233]&lt;br /&gt;
&lt;br /&gt;
==The Troupe of Newdawn==&lt;br /&gt;
The Troupe of Newdawn are a group of people who represent the influential and wealthy of Kingsland as well as the group of colonists hoping to call the New Land home one day. &lt;br /&gt;
This small group is in charge of the exploration and clearing of (when necessary) the unexplored territories of the New Land. &lt;br /&gt;
The group consists of ex soldiers from the King and Queen&#039;s army, mercenaries, and others in the opportune position to strike out for an unexplored part of the world and those who can &amp;quot;get the job done&amp;quot;. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Commandant Horris Belevante&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This stalwart human is typically seen in his retired uniform from the King&#039;s Guard. His long gray hair shows his years where his strong and confident physique doe not.&lt;br /&gt;
The Commandant oversees the entire operation of the Troupe, from everyday affairs such as ration shortages or, if the Troupe is lucky, overages, and any petty squabbles the Troupe (or its visitors) may have to larger threats such as raids by monsters or &amp;quot;competition&amp;quot; showing up. &lt;br /&gt;
Though Exploration and the purging of dangerous and vile creatures is a primary concern of the Commandant, his main concern is the safety of the Troupe (without the Troupe the operation is lost, after all) and with the help of his second, Bijinn Umi, and the &amp;quot;Good Captain Bashaar Firescale&amp;quot; is ready to evacuate the Troupe to the Captains ship, the Silt Maiden, at a moment&#039;s notice. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bijinn Umi&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Bijinn Umi is a mysterious woman, presumably human though very pale, from the Mysterious East, calling her home on the rare times she talks about her home, as the Bay of Jade. &lt;br /&gt;
Bijinn Umi does not talk a lot and seems very shy on matters that pertain to her, directly, and is very vocal on giving orders as the &amp;quot;second&amp;quot; to the Commandant. &lt;br /&gt;
She is skilled in tactics and combat both, carrying twin blades with a bluish metal tint and inspiring confidence in all of her allies. Though an enigma from an even more enigmatic land, she has won the trust and respect of her peers and is treated as one of the Troupe just as much as any who might be more &amp;quot;local&amp;quot;. &lt;br /&gt;
Bijinn Umi is responsible for a lot of the items that the Commandant just can&#039;t juggle and is, in particular, responsible for the security of Camp Newdawn. It is whispered around camp that Bijinn Umi often makes weather predictions with amazing and unnerving accuracy, impressing even the resident magical expert of the Troupe, Skalahazz.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Kalen&#039;&#039;&#039; &lt;br /&gt;
Kalen is a simple and average-appearing man until he talks, at which point he demands the attention of those aorund him with his deep voice which fits his representation and devotion to Pelor whose sun-symbol is worn about the man&#039;s neck boldly and proudly. &lt;br /&gt;
The priest of the Troupe and keeper of the Temple, a simple cabin with a major shrine to Pelor and minor shrines to &amp;quot;lesser&amp;quot; deities, Kalen serves as the Troupe&#039;s healer, spiritual guide, and simple confidant when necessary. Kalen is also seen pitching in wherever necessary (and whenever the opportunity to teach others about the Father of the Light. &lt;br /&gt;
Next to Bijinn Umi, Kalen is likey the most trusted person in the Troupe not only to the Commandant but to the Troupe as a whole. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Verna Brushbrittle&#039;&#039;&#039;&lt;br /&gt;
Verna is a halfling but no one sees her as that diminutive race, what they see in Verna is that she is a master chef that could cook for the King and Queen&#039;s table in the Great Halls themselves. &lt;br /&gt;
Verna&#039;s best talent is taking what little rations and hunted game there is in Camp Newdawn and creating something amazing from it. Her meals are the stuff of legends the way the folk of the Troupe talk and the &amp;quot;Mess Tent&amp;quot; is virtually packed and as wonderful smelling as any tavern or inn when good food and drink are about. &lt;br /&gt;
The Troupe are especially fond of the Newberry Wine, a special concoction that Verna has discovered and created from the local &amp;quot;Newberries&amp;quot; discovered in the New Land. As intoxicating as wine and as sweet as Sweet Water served in any Tavern or Inn. &lt;br /&gt;
Verna cannot be underestimated as being more than capable of taking care of herself, either. Many a man much larger than she has come to fear her switch for getting into her stores or trying to help themselves to her stew pot. &lt;br /&gt;
Her second is a young halforc boy named Timid which fits him well as he is very shy and afraid that his heritage will earn him ill will. But Verna demands respect of her cooking pupil and the Troupe give it, even calling Timid Verna&#039;s son. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Shalahazz&#039;&#039;&#039;&lt;br /&gt;
An elf whose powers are unmatched in the variety of spellcasters in the Troupe, Shalahazz&#039;s source of magic is also a deep mystery and most, even fellow spellcasters, can&#039;t pin him down as a Wizard, a Sorcerer, or a Warlock of some sort. &lt;br /&gt;
This elf looks noble born with the most sharp and perfect features of his race, but his ageless features common to his people is marred by the streak of silver in his hair which starts at the brow and continues around to his long locks. He doesn&#039;t talk about this, pointing out that the color of his hair has little to do with academia or important magical matters of the Troupe. &lt;br /&gt;
He has proven himself continuously and is known for his magical battle prowess as one of the first in the company to fight off a monster attack when the Troupe established camp, but his serious and mysterious air is often offputting to the others of the Troupe. &lt;br /&gt;
Shalahazz is often busy studying in his tent which is fairly good sized as it also serves as the magical market of the Camp though the selling and buying duties are left decidedly to Thellen Stareye the young human man under his tutelage and also the shopkeep of &amp;quot;Shalahazz&#039;s Wonders&amp;quot; as the tent has come to be called. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Troupe Watch&#039;&#039;&#039;&lt;br /&gt;
The Watch are warriors and wizards who serve to guard Camp Newdawn as well as working as gatherers of food, wood, flora, and other resources necessary to keep the Troupe sustained. Though the Watch are behooven to both Bijinn Umi and Commandant Belevante, the Watch&#039;s leader of sorts is Watch Commander Eulis (known not to her face as Eulis the Red after her former pirate name).  &lt;br /&gt;
The Watch is composed of all sorts of folks from all sorts of backgrounds who have come to be a kind of family, respecting one another despite some of their differences both culturally and ethically.  &lt;br /&gt;
All members of the Watch have proven themselves capable and, more importantly, loyal. It doesn&#039;t hurt that Eulis has made it clear that those who work against the Troupe&#039;s purpose or prove unworthy of the Troupe&#039;s trust will be exiled from the camp into the unknown of the New Land never to return on promise of death. &lt;br /&gt;
To date, this threat has only been carried out once but no one talks about the details, telling any who inquire to take it up with Eulis, herself, if they dare. &lt;br /&gt;
Thanks to the Watch and their competence as warriors and spellcasters both, the Campo has been left mostly peaceful since the first monster attack was turned away. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Oborik&#039;&#039;&#039;&lt;br /&gt;
This is a word that immediately raises alarms in the Camp as anyone coming to work for or visit the Troupe is hastenly told. &lt;br /&gt;
The Oborik are a group of monsters local to the New Land who could be called goblins or ogres or orks, save for the fact that they have a unique appearance and vary in size between all three of the before mentioned.&lt;br /&gt;
They are called Oborik because that is the only words they utter (and the Troupe isn&#039;t sure that they got the word right with the monsters&#039; thick gutterish accents). &lt;br /&gt;
The creatures are described as very pale creatures with golden wolf-like eyes and black claw-like nails. They have blood red fur which acts as hair but courses down the back of their necks and backs resembling something closer to fur. &lt;br /&gt;
They are sneaky and competent fighters but have not been seen again since the first raid, other than in small bands that have been wiped out or avoided.&lt;/div&gt;</summary>
		<author><name>Nyarlthotep</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=The_Land_of_Spoils_and_Promised_Danger&amp;diff=375069</id>
		<title>The Land of Spoils and Promised Danger</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=The_Land_of_Spoils_and_Promised_Danger&amp;diff=375069"/>
		<updated>2019-12-12T13:52:02Z</updated>

		<summary type="html">&lt;p&gt;Nyarlthotep: /* The Explorers */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=The Background=&lt;br /&gt;
It is the largest unexplored continent in the World (for the World is what the everyday folk call this orb on which life teems while the learned scholars name the place Taermus).&lt;br /&gt;
This great new land is ripe for colonization by the King and Queen of Kingsland but the great minerals and other secrets hidden in the deep woods, mountains, and perhaps even in the swamps or icy glaciers are coveted by not only the throne but others who would seek out this land to plunder its spoils or to set up their own seat of power. &lt;br /&gt;
For those willing to help explore and protect the colonists of this new land, there is good work and spoils to be had for them as well. &lt;br /&gt;
Indeed, this is where we find the Troupe of the Newdawn, named for the new opportunities that await those brave explorers.&lt;br /&gt;
The Troupe has set up a consignment for able bodies explorers who would face the unknowns in this new land. &lt;br /&gt;
&lt;br /&gt;
Camp Newdawn is a modest establishment, having a makeshift &amp;quot;mess tent&amp;quot; that passes for a tavern and place to grab a small meal, the cabins where those of the Troupe and other visitors can get some rest, the Temple which is mostly devoted to Pelor but also holds a host of minor shrines as well, as well as the Officer&#039;s Tent for those of the Troupe who are considered its leaders, and a few storage tents for supplies and equipment. &lt;br /&gt;
&lt;br /&gt;
==The New Land Map==&lt;br /&gt;
As it Stands now: [https://imgur.com/GP45qTT]&lt;br /&gt;
&lt;br /&gt;
==The Explorers==&lt;br /&gt;
These are the brave (or desperate, or insane, or...nevermind) these are the explorers of the New Land. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dancer Under the Crescent Moon (Dancer to Her Allies)&#039;&#039;&#039;&lt;br /&gt;
Dancer is a Tabaxi Hexblade from the &amp;quot;Golden Deserts&amp;quot; of Kabarr in the East who wanders and looks for her next hunt, she especially has a distaste for raiders. &lt;br /&gt;
Played by: Talisman&lt;br /&gt;
[https://docs.google.com/document/d/16-GBUQ2ah_03RkX5eHMfOA6WK9xOQtMu-A4O6q50CNg/edit]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dr. Alfans Lunarre&#039;&#039;&#039;&lt;br /&gt;
The Longtooth Shifter Bloodhunter, Alfans is fresh from gaining his doctorate and ready to see the world outside of the tomes (and also a hunter of dark things).&lt;br /&gt;
Played by: Woolishly Grim&lt;br /&gt;
[https://www.dndbeyond.com/characters/20136023]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Meiovar[https://www.dndbeyond.com/profile/SturmRaven/characters/20097409]&#039;&#039;&#039;&lt;br /&gt;
This Half-Elf Sorceress is a mystery to her peers even in the collegiate realms where she studied. She roams the lands of the World looking for what might be over the next ridge and, especially, what ancient knowledge might be uncovered along the way. &lt;br /&gt;
Played by: Stormraven&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Iman]]&#039;&#039;&#039;&lt;br /&gt;
Iman is a Human druid who began an unremarkable life only to be sought out by her teacher and, she soon found, the World itself. She wanders the ways and wilds offering wisdom to those who seem in need of it.&lt;br /&gt;
Played by: Silvercat Moonpaw&lt;br /&gt;
&amp;lt;!-- Iman&lt;br /&gt;
Age: 55&lt;br /&gt;
Hair: Black&lt;br /&gt;
Eyes: Brown&lt;br /&gt;
Female Human [Variant] Druid 3 (Circle of the Land [Desert])&lt;br /&gt;
Str 13 (+1), Dex 8 (-1), Con 13 (+1), Int 14 (+2), Wis 16 (+3), Cha 10 (+0)&lt;br /&gt;
Proficiency: +2&lt;br /&gt;
Armor Class: 12&lt;br /&gt;
Hit Points: 21&lt;br /&gt;
Armor: Light armor, medium armor, shields (druids will not wear armor or use shields made of metal)&lt;br /&gt;
Weapons: Clubs, daggers, darts, javelins, maces, quarterstaffs, scimitars, sickles, slings, spears&lt;br /&gt;
Tools: Herbalism kit, Cook&#039;s utensils&lt;br /&gt;
Saving Throws: Intelligence +4, Wisdom +5&lt;br /&gt;
Skills: Animal Handling +5, Insight +5, Medicine +5, Perception +5, Survival +7 (Expertise), Nature +4&lt;br /&gt;
Languages: Common, Primordial, Sylvan, Druidic&lt;br /&gt;
Feats: Prodigy (XGE)&lt;br /&gt;
Features: Druidic, Spellcasting, Wild Shape, Druid Circle (Circle of the Land [Bonus Cantrip, Natural Recovery, Circle Spells])&lt;br /&gt;
Spellcasting: Cntr: 2+1; 1st: 4; 2nd: 2; 8 minutes prep; Save DC: 13; Spell attack: +5&lt;br /&gt;
Circle Spells: blur (2nd), silence (2nd)&lt;br /&gt;
Wild Shape: Max CR: 1/4; no flying or swimming; 1 hour; 2/rest&lt;br /&gt;
Equipment: club, wooden shield, leather armor, an explorer’s pack, a druidic focus&lt;br /&gt;
Combat: +3 attack (melee); +1 attack (ranged); club 1d4+1 B&lt;br /&gt;
&lt;br /&gt;
Here&#039;s the write-up after some looking around the Internet. I really don&#039;t have much of a background in mind:&lt;br /&gt;
Not really managing to make anything of herself it was only when a senior druid walked out of the badlands and said he&#039;d been sent to find her that her life started going anywhere. Once done with training she just sort of took to wandering. In some ways she&#039;s a fantasy Taoist.Iman&lt;br /&gt;
Age: 55&lt;br /&gt;
Hair: Black&lt;br /&gt;
Eyes: Brown&lt;br /&gt;
Female Human [Variant] Druid 3 (Circle of the Land [Desert])&lt;br /&gt;
Str 13 (+1), Dex 8 (-1), Con 13 (+1), Int 14 (+2), Wis 16 (+3), Cha 10 (+0)&lt;br /&gt;
Proficiency: +2&lt;br /&gt;
Armor Class: 12&lt;br /&gt;
Hit Points: 21&lt;br /&gt;
Armor: Light armor, medium armor, shields (druids will not wear armor or use shields made of metal)&lt;br /&gt;
Weapons: Clubs, daggers, darts, javelins, maces, quarterstaffs, scimitars, sickles, slings, spears&lt;br /&gt;
Tools: Herbalism kit, Cook&#039;s utensils&lt;br /&gt;
Saving Throws: Intelligence +4, Wisdom +5&lt;br /&gt;
Skills: Animal Handling +5, Insight +5, Medicine +5, Perception +5, Survival +7 (Expertise), Nature +4&lt;br /&gt;
Languages: Common, Primordial, Sylvan, Druidic&lt;br /&gt;
Feats: Prodigy (XGE)&lt;br /&gt;
Features: Druidic, Spellcasting, Wild Shape, Druid Circle (Circle of the Land [Bonus Cantrip, Natural Recovery, Circle Spells])&lt;br /&gt;
Spellcasting: Cntr: 2+1; 1st: 4; 2nd: 2; 8 minutes prep; Save DC: 13; Spell attack: +5&lt;br /&gt;
Circle Spells: blur (2nd), silence (2nd)&lt;br /&gt;
Wild Shape: Max CR: 1/4; no flying or swimming; 1 hour; 2/rest&lt;br /&gt;
Equipment: club, wooden shield, leather armor, an explorer’s pack, a druidic focus&lt;br /&gt;
Combat: +3 attack (melee); +1 attack (ranged); club 1d4+1 B&lt;br /&gt;
&lt;br /&gt;
Here&#039;s the write-up after some looking around the Internet. I really don&#039;t have much of a background in mind:&lt;br /&gt;
Not really managing to make anything of herself it was only when a senior druid walked out of the badlands and said he&#039;d been sent to find her that her life started going anywhere. Once done with training she just sort of took to wandering. In some ways she&#039;s a fantasy Taoist. --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Thol Wolf-Brother, Son of Hrin&#039;&#039;&#039;&lt;br /&gt;
A wandering Human barbarian far from his home and clan in the Great North, Thol has great respect for his axes and his drink. His allies are happy to have him pointed at their enemies.&lt;br /&gt;
Played by: Archer &lt;br /&gt;
[https://www.dndbeyond.com/characters/20097730/Ef0tPN]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Zass&#039;&#039;&#039;&lt;br /&gt;
Zass is a Yuan Ti Pureblood, or perhaps it should be said she was until being cursed by the Fey and bound to them. Now her emotions have been unleashed as she uses stealth and magic as a Thief/Warlock to make her way through the world, lost to her own people. &lt;br /&gt;
Played by: Staatick&lt;br /&gt;
[https://www.myth-weavers.com/sheet.html#id=1728233]&lt;br /&gt;
&lt;br /&gt;
==The Troupe of Newdawn==&lt;br /&gt;
The Troupe of Newdawn are a group of people who represent the influential and wealthy of Kingsland as well as the group of colonists hoping to call the New Land home one day. &lt;br /&gt;
This small group is in charge of the exploration and clearing of (when necessary) the unexplored territories of the New Land. &lt;br /&gt;
The group consists of ex soldiers from the King and Queen&#039;s army, mercenaries, and others in the opportune position to strike out for an unexplored part of the world and those who can &amp;quot;get the job done&amp;quot;. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Commandant Horris Belevante&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This stalwart human is typically seen in his retired uniform from the King&#039;s Guard. His long gray hair shows his years where his strong and confident physique doe not.&lt;br /&gt;
The Commandant oversees the entire operation of the Troupe, from everyday affairs such as ration shortages or, if the Troupe is lucky, overages, and any petty squabbles the Troupe (or its visitors) may have to larger threats such as raids by monsters or &amp;quot;competition&amp;quot; showing up. &lt;br /&gt;
Though Exploration and the purging of dangerous and vile creatures is a primary concern of the Commandant, his main concern is the safety of the Troupe (without the Troupe the operation is lost, after all) and with the help of his second, Bijinn Umi, and the &amp;quot;Good Captain Bashaar Firescale&amp;quot; is ready to evacuate the Troupe to the Captains ship, the Silt Maiden, at a moment&#039;s notice. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bijinn Umi&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Bijinn Umi is a mysterious woman, presumably human though very pale, from the Mysterious East, calling her home on the rare times she talks about her home, as the Bay of Jade. &lt;br /&gt;
Bijinn Umi does not talk a lot and seems very shy on matters that pertain to her, directly, and is very vocal on giving orders as the &amp;quot;second&amp;quot; to the Commandant. &lt;br /&gt;
She is skilled in tactics and combat both, carrying twin blades with a bluish metal tint and inspiring confidence in all of her allies. Though an enigma from an even more enigmatic land, she has won the trust and respect of her peers and is treated as one of the Troupe just as much as any who might be more &amp;quot;local&amp;quot;. &lt;br /&gt;
Bijinn Umi is responsible for a lot of the items that the Commandant just can&#039;t juggle and is, in particular, responsible for the security of Camp Newdawn. It is whispered around camp that Bijinn Umi often makes weather predictions with amazing and unnerving accuracy, impressing even the resident magical expert of the Troupe, Skalahazz.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Kalen&#039;&#039;&#039; &lt;br /&gt;
Kalen is a simple and average-appearing man until he talks, at which point he demands the attention of those aorund him with his deep voice which fits his representation and devotion to Pelor whose sun-symbol is worn about the man&#039;s neck boldly and proudly. &lt;br /&gt;
The priest of the Troupe and keeper of the Temple, a simple cabin with a major shrine to Pelor and minor shrines to &amp;quot;lesser&amp;quot; deities, Kalen serves as the Troupe&#039;s healer, spiritual guide, and simple confidant when necessary. Kalen is also seen pitching in wherever necessary (and whenever the opportunity to teach others about the Father of the Light. &lt;br /&gt;
Next to Bijinn Umi, Kalen is likey the most trusted person in the Troupe not only to the Commandant but to the Troupe as a whole. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Verna Brushbrittle&#039;&#039;&#039;&lt;br /&gt;
Verna is a halfling but no one sees her as that diminutive race, what they see in Verna is that she is a master chef that could cook for the King and Queen&#039;s table in the Great Halls themselves. &lt;br /&gt;
Verna&#039;s best talent is taking what little rations and hunted game there is in Camp Newdawn and creating something amazing from it. Her meals are the stuff of legends the way the folk of the Troupe talk and the &amp;quot;Mess Tent&amp;quot; is virtually packed and as wonderful smelling as any tavern or inn when good food and drink are about. &lt;br /&gt;
The Troupe are especially fond of the Newberry Wine, a special concoction that Verna has discovered and created from the local &amp;quot;Newberries&amp;quot; discovered in the New Land. As intoxicating as wine and as sweet as Sweet Water served in any Tavern or Inn. &lt;br /&gt;
Verna cannot be underestimated as being more than capable of taking care of herself, either. Many a man much larger than she has come to fear her switch for getting into her stores or trying to help themselves to her stew pot. &lt;br /&gt;
Her second is a young halforc boy named Timid which fits him well as he is very shy and afraid that his heritage will earn him ill will. But Verna demands respect of her cooking pupil and the Troupe give it, even calling Timid Verna&#039;s son. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Shalahazz&#039;&#039;&#039;&lt;br /&gt;
An elf whose powers are unmatched in the variety of spellcasters in the Troupe, Shalahazz&#039;s source of magic is also a deep mystery and most, even fellow spellcasters, can&#039;t pin him down as a Wizard, a Sorcerer, or a Warlock of some sort. &lt;br /&gt;
This elf looks noble born with the most sharp and perfect features of his race, but his ageless features common to his people is marred by the streak of silver in his hair which starts at the brow and continues around to his long locks. He doesn&#039;t talk about this, pointing out that the color of his hair has little to do with academia or important magical matters of the Troupe. &lt;br /&gt;
He has proven himself continuously and is known for his magical battle prowess as one of the first in the company to fight off a monster attack when the Troupe established camp, but his serious and mysterious air is often offputting to the others of the Troupe. &lt;br /&gt;
Shalahazz is often busy studying in his tent which is fairly good sized as it also serves as the magical market of the Camp though the selling and buying duties are left decidedly to Thellen Stareye the young human man under his tutelage and also the shopkeep of &amp;quot;Shalahazz&#039;s Wonders&amp;quot; as the tent has come to be called. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Troupe Watch&#039;&#039;&#039;&lt;br /&gt;
The Watch are warriors and wizards who serve to guard Camp Newdawn as well as working as gatherers of food, wood, flora, and other resources necessary to keep the Troupe sustained. Though the Watch are behooven to both Bijinn Umi and Commandant Belevante, the Watch&#039;s leader of sorts is Watch Commander Eulis (known not to her face as Eulis the Red after her former pirate name).  &lt;br /&gt;
The Watch is composed of all sorts of folks from all sorts of backgrounds who have come to be a kind of family, respecting one another despite some of their differences both culturally and ethically.  &lt;br /&gt;
All members of the Watch have proven themselves capable and, more importantly, loyal. It doesn&#039;t hurt that Eulis has made it clear that those who work against the Troupe&#039;s purpose or prove unworthy of the Troupe&#039;s trust will be exiled from the camp into the unknown of the New Land never to return on promise of death. &lt;br /&gt;
To date, this threat has only been carried out once but no one talks about the details, telling any who inquire to take it up with Eulis, herself, if they dare. &lt;br /&gt;
Thanks to the Watch and their competence as warriors and spellcasters both, the Campo has been left mostly peaceful since the first monster attack was turned away. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Oborik&#039;&#039;&#039;&lt;br /&gt;
This is a word that immediately raises alarms in the Camp as anyone coming to work for or visit the Troupe is hastenly told. &lt;br /&gt;
The Oborik are a group of monsters local to the New Land who could be called goblins or ogres or orks, save for the fact that they have a unique appearance and vary in size between all three of the before mentioned.&lt;br /&gt;
They are called Oborik because that is the only words they utter (and the Troupe isn&#039;t sure that they got the word right with the monsters&#039; thick gutterish accents). &lt;br /&gt;
The creatures are described as very pale creatures with golden wolf-like eyes and black claw-like nails. They have blood red fur which acts as hair but courses down the back of their necks and backs resembling something closer to fur. &lt;br /&gt;
They are sneaky and competent fighters but have not been seen again since the first raid, other than in small bands that have been wiped out or avoided.&lt;/div&gt;</summary>
		<author><name>Nyarlthotep</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=The_Land_of_Spoils_and_Promised_Danger&amp;diff=375068</id>
		<title>The Land of Spoils and Promised Danger</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=The_Land_of_Spoils_and_Promised_Danger&amp;diff=375068"/>
		<updated>2019-12-12T13:44:27Z</updated>

		<summary type="html">&lt;p&gt;Nyarlthotep: /* The Explorers */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=The Background=&lt;br /&gt;
It is the largest unexplored continent in the World (for the World is what the everyday folk call this orb on which life teems while the learned scholars name the place Taermus).&lt;br /&gt;
This great new land is ripe for colonization by the King and Queen of Kingsland but the great minerals and other secrets hidden in the deep woods, mountains, and perhaps even in the swamps or icy glaciers are coveted by not only the throne but others who would seek out this land to plunder its spoils or to set up their own seat of power. &lt;br /&gt;
For those willing to help explore and protect the colonists of this new land, there is good work and spoils to be had for them as well. &lt;br /&gt;
Indeed, this is where we find the Troupe of the Newdawn, named for the new opportunities that await those brave explorers.&lt;br /&gt;
The Troupe has set up a consignment for able bodies explorers who would face the unknowns in this new land. &lt;br /&gt;
&lt;br /&gt;
Camp Newdawn is a modest establishment, having a makeshift &amp;quot;mess tent&amp;quot; that passes for a tavern and place to grab a small meal, the cabins where those of the Troupe and other visitors can get some rest, the Temple which is mostly devoted to Pelor but also holds a host of minor shrines as well, as well as the Officer&#039;s Tent for those of the Troupe who are considered its leaders, and a few storage tents for supplies and equipment. &lt;br /&gt;
&lt;br /&gt;
==The New Land Map==&lt;br /&gt;
As it Stands now: [https://imgur.com/GP45qTT]&lt;br /&gt;
&lt;br /&gt;
==The Explorers==&lt;br /&gt;
These are the brave (or desperate, or insane, or...nevermind) these are the explorers of the New Land. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dancer Under the Crescent Moon (Dancer to Her Allies)&#039;&#039;&#039;&lt;br /&gt;
Dancer is a Tabaxi Hexblade from the &amp;quot;Golden Deserts&amp;quot; of Kabarr in the East who wanders and looks for her next hunt, she especially has a distaste for raiders. &lt;br /&gt;
Played by: Talisman&lt;br /&gt;
[https://docs.google.com/document/d/16-GBUQ2ah_03RkX5eHMfOA6WK9xOQtMu-A4O6q50CNg/edit]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dr. Alfans Lunarre&#039;&#039;&#039;&lt;br /&gt;
The Longtooth Shifter Bloodhunter, Alfans is fresh from gaining his doctorate and ready to see the world outside of the tomes (and also a hunter of dark things).&lt;br /&gt;
Played by: Woolishly Grim&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Meiovar[https://www.dndbeyond.com/profile/SturmRaven/characters/20097409]&#039;&#039;&#039;&lt;br /&gt;
This Half-Elf Sorceress is a mystery to her peers even in the collegiate realms where she studied. She roams the lands of the World looking for what might be over the next ridge and, especially, what ancient knowledge might be uncovered along the way. &lt;br /&gt;
Played by: Stormraven&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Iman]]&#039;&#039;&#039;&lt;br /&gt;
Iman is a Human druid who began an unremarkable life only to be sought out by her teacher and, she soon found, the World itself. She wanders the ways and wilds offering wisdom to those who seem in need of it.&lt;br /&gt;
Played by: Silvercat Moonpaw&lt;br /&gt;
&amp;lt;!-- Iman&lt;br /&gt;
Age: 55&lt;br /&gt;
Hair: Black&lt;br /&gt;
Eyes: Brown&lt;br /&gt;
Female Human [Variant] Druid 3 (Circle of the Land [Desert])&lt;br /&gt;
Str 13 (+1), Dex 8 (-1), Con 13 (+1), Int 14 (+2), Wis 16 (+3), Cha 10 (+0)&lt;br /&gt;
Proficiency: +2&lt;br /&gt;
Armor Class: 12&lt;br /&gt;
Hit Points: 21&lt;br /&gt;
Armor: Light armor, medium armor, shields (druids will not wear armor or use shields made of metal)&lt;br /&gt;
Weapons: Clubs, daggers, darts, javelins, maces, quarterstaffs, scimitars, sickles, slings, spears&lt;br /&gt;
Tools: Herbalism kit, Cook&#039;s utensils&lt;br /&gt;
Saving Throws: Intelligence +4, Wisdom +5&lt;br /&gt;
Skills: Animal Handling +5, Insight +5, Medicine +5, Perception +5, Survival +7 (Expertise), Nature +4&lt;br /&gt;
Languages: Common, Primordial, Sylvan, Druidic&lt;br /&gt;
Feats: Prodigy (XGE)&lt;br /&gt;
Features: Druidic, Spellcasting, Wild Shape, Druid Circle (Circle of the Land [Bonus Cantrip, Natural Recovery, Circle Spells])&lt;br /&gt;
Spellcasting: Cntr: 2+1; 1st: 4; 2nd: 2; 8 minutes prep; Save DC: 13; Spell attack: +5&lt;br /&gt;
Circle Spells: blur (2nd), silence (2nd)&lt;br /&gt;
Wild Shape: Max CR: 1/4; no flying or swimming; 1 hour; 2/rest&lt;br /&gt;
Equipment: club, wooden shield, leather armor, an explorer’s pack, a druidic focus&lt;br /&gt;
Combat: +3 attack (melee); +1 attack (ranged); club 1d4+1 B&lt;br /&gt;
&lt;br /&gt;
Here&#039;s the write-up after some looking around the Internet. I really don&#039;t have much of a background in mind:&lt;br /&gt;
Not really managing to make anything of herself it was only when a senior druid walked out of the badlands and said he&#039;d been sent to find her that her life started going anywhere. Once done with training she just sort of took to wandering. In some ways she&#039;s a fantasy Taoist.Iman&lt;br /&gt;
Age: 55&lt;br /&gt;
Hair: Black&lt;br /&gt;
Eyes: Brown&lt;br /&gt;
Female Human [Variant] Druid 3 (Circle of the Land [Desert])&lt;br /&gt;
Str 13 (+1), Dex 8 (-1), Con 13 (+1), Int 14 (+2), Wis 16 (+3), Cha 10 (+0)&lt;br /&gt;
Proficiency: +2&lt;br /&gt;
Armor Class: 12&lt;br /&gt;
Hit Points: 21&lt;br /&gt;
Armor: Light armor, medium armor, shields (druids will not wear armor or use shields made of metal)&lt;br /&gt;
Weapons: Clubs, daggers, darts, javelins, maces, quarterstaffs, scimitars, sickles, slings, spears&lt;br /&gt;
Tools: Herbalism kit, Cook&#039;s utensils&lt;br /&gt;
Saving Throws: Intelligence +4, Wisdom +5&lt;br /&gt;
Skills: Animal Handling +5, Insight +5, Medicine +5, Perception +5, Survival +7 (Expertise), Nature +4&lt;br /&gt;
Languages: Common, Primordial, Sylvan, Druidic&lt;br /&gt;
Feats: Prodigy (XGE)&lt;br /&gt;
Features: Druidic, Spellcasting, Wild Shape, Druid Circle (Circle of the Land [Bonus Cantrip, Natural Recovery, Circle Spells])&lt;br /&gt;
Spellcasting: Cntr: 2+1; 1st: 4; 2nd: 2; 8 minutes prep; Save DC: 13; Spell attack: +5&lt;br /&gt;
Circle Spells: blur (2nd), silence (2nd)&lt;br /&gt;
Wild Shape: Max CR: 1/4; no flying or swimming; 1 hour; 2/rest&lt;br /&gt;
Equipment: club, wooden shield, leather armor, an explorer’s pack, a druidic focus&lt;br /&gt;
Combat: +3 attack (melee); +1 attack (ranged); club 1d4+1 B&lt;br /&gt;
&lt;br /&gt;
Here&#039;s the write-up after some looking around the Internet. I really don&#039;t have much of a background in mind:&lt;br /&gt;
Not really managing to make anything of herself it was only when a senior druid walked out of the badlands and said he&#039;d been sent to find her that her life started going anywhere. Once done with training she just sort of took to wandering. In some ways she&#039;s a fantasy Taoist. --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Thol Wolf-Brother, Son of Hrin&#039;&#039;&#039;&lt;br /&gt;
A wandering Human barbarian far from his home and clan in the Great North, Thol has great respect for his axes and his drink. His allies are happy to have him pointed at their enemies.&lt;br /&gt;
Played by: Archer &lt;br /&gt;
[https://www.dndbeyond.com/characters/20097730/Ef0tPN]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Zass&#039;&#039;&#039;&lt;br /&gt;
Zass is a Yuan Ti Pureblood, or perhaps it should be said she was until being cursed by the Fey and bound to them. Now her emotions have been unleashed as she uses stealth and magic as a Thief/Warlock to make her way through the world, lost to her own people. &lt;br /&gt;
Played by: Staatick&lt;br /&gt;
&lt;br /&gt;
==The Troupe of Newdawn==&lt;br /&gt;
The Troupe of Newdawn are a group of people who represent the influential and wealthy of Kingsland as well as the group of colonists hoping to call the New Land home one day. &lt;br /&gt;
This small group is in charge of the exploration and clearing of (when necessary) the unexplored territories of the New Land. &lt;br /&gt;
The group consists of ex soldiers from the King and Queen&#039;s army, mercenaries, and others in the opportune position to strike out for an unexplored part of the world and those who can &amp;quot;get the job done&amp;quot;. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Commandant Horris Belevante&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This stalwart human is typically seen in his retired uniform from the King&#039;s Guard. His long gray hair shows his years where his strong and confident physique doe not.&lt;br /&gt;
The Commandant oversees the entire operation of the Troupe, from everyday affairs such as ration shortages or, if the Troupe is lucky, overages, and any petty squabbles the Troupe (or its visitors) may have to larger threats such as raids by monsters or &amp;quot;competition&amp;quot; showing up. &lt;br /&gt;
Though Exploration and the purging of dangerous and vile creatures is a primary concern of the Commandant, his main concern is the safety of the Troupe (without the Troupe the operation is lost, after all) and with the help of his second, Bijinn Umi, and the &amp;quot;Good Captain Bashaar Firescale&amp;quot; is ready to evacuate the Troupe to the Captains ship, the Silt Maiden, at a moment&#039;s notice. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bijinn Umi&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Bijinn Umi is a mysterious woman, presumably human though very pale, from the Mysterious East, calling her home on the rare times she talks about her home, as the Bay of Jade. &lt;br /&gt;
Bijinn Umi does not talk a lot and seems very shy on matters that pertain to her, directly, and is very vocal on giving orders as the &amp;quot;second&amp;quot; to the Commandant. &lt;br /&gt;
She is skilled in tactics and combat both, carrying twin blades with a bluish metal tint and inspiring confidence in all of her allies. Though an enigma from an even more enigmatic land, she has won the trust and respect of her peers and is treated as one of the Troupe just as much as any who might be more &amp;quot;local&amp;quot;. &lt;br /&gt;
Bijinn Umi is responsible for a lot of the items that the Commandant just can&#039;t juggle and is, in particular, responsible for the security of Camp Newdawn. It is whispered around camp that Bijinn Umi often makes weather predictions with amazing and unnerving accuracy, impressing even the resident magical expert of the Troupe, Skalahazz.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Kalen&#039;&#039;&#039; &lt;br /&gt;
Kalen is a simple and average-appearing man until he talks, at which point he demands the attention of those aorund him with his deep voice which fits his representation and devotion to Pelor whose sun-symbol is worn about the man&#039;s neck boldly and proudly. &lt;br /&gt;
The priest of the Troupe and keeper of the Temple, a simple cabin with a major shrine to Pelor and minor shrines to &amp;quot;lesser&amp;quot; deities, Kalen serves as the Troupe&#039;s healer, spiritual guide, and simple confidant when necessary. Kalen is also seen pitching in wherever necessary (and whenever the opportunity to teach others about the Father of the Light. &lt;br /&gt;
Next to Bijinn Umi, Kalen is likey the most trusted person in the Troupe not only to the Commandant but to the Troupe as a whole. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Verna Brushbrittle&#039;&#039;&#039;&lt;br /&gt;
Verna is a halfling but no one sees her as that diminutive race, what they see in Verna is that she is a master chef that could cook for the King and Queen&#039;s table in the Great Halls themselves. &lt;br /&gt;
Verna&#039;s best talent is taking what little rations and hunted game there is in Camp Newdawn and creating something amazing from it. Her meals are the stuff of legends the way the folk of the Troupe talk and the &amp;quot;Mess Tent&amp;quot; is virtually packed and as wonderful smelling as any tavern or inn when good food and drink are about. &lt;br /&gt;
The Troupe are especially fond of the Newberry Wine, a special concoction that Verna has discovered and created from the local &amp;quot;Newberries&amp;quot; discovered in the New Land. As intoxicating as wine and as sweet as Sweet Water served in any Tavern or Inn. &lt;br /&gt;
Verna cannot be underestimated as being more than capable of taking care of herself, either. Many a man much larger than she has come to fear her switch for getting into her stores or trying to help themselves to her stew pot. &lt;br /&gt;
Her second is a young halforc boy named Timid which fits him well as he is very shy and afraid that his heritage will earn him ill will. But Verna demands respect of her cooking pupil and the Troupe give it, even calling Timid Verna&#039;s son. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Shalahazz&#039;&#039;&#039;&lt;br /&gt;
An elf whose powers are unmatched in the variety of spellcasters in the Troupe, Shalahazz&#039;s source of magic is also a deep mystery and most, even fellow spellcasters, can&#039;t pin him down as a Wizard, a Sorcerer, or a Warlock of some sort. &lt;br /&gt;
This elf looks noble born with the most sharp and perfect features of his race, but his ageless features common to his people is marred by the streak of silver in his hair which starts at the brow and continues around to his long locks. He doesn&#039;t talk about this, pointing out that the color of his hair has little to do with academia or important magical matters of the Troupe. &lt;br /&gt;
He has proven himself continuously and is known for his magical battle prowess as one of the first in the company to fight off a monster attack when the Troupe established camp, but his serious and mysterious air is often offputting to the others of the Troupe. &lt;br /&gt;
Shalahazz is often busy studying in his tent which is fairly good sized as it also serves as the magical market of the Camp though the selling and buying duties are left decidedly to Thellen Stareye the young human man under his tutelage and also the shopkeep of &amp;quot;Shalahazz&#039;s Wonders&amp;quot; as the tent has come to be called. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Troupe Watch&#039;&#039;&#039;&lt;br /&gt;
The Watch are warriors and wizards who serve to guard Camp Newdawn as well as working as gatherers of food, wood, flora, and other resources necessary to keep the Troupe sustained. Though the Watch are behooven to both Bijinn Umi and Commandant Belevante, the Watch&#039;s leader of sorts is Watch Commander Eulis (known not to her face as Eulis the Red after her former pirate name).  &lt;br /&gt;
The Watch is composed of all sorts of folks from all sorts of backgrounds who have come to be a kind of family, respecting one another despite some of their differences both culturally and ethically.  &lt;br /&gt;
All members of the Watch have proven themselves capable and, more importantly, loyal. It doesn&#039;t hurt that Eulis has made it clear that those who work against the Troupe&#039;s purpose or prove unworthy of the Troupe&#039;s trust will be exiled from the camp into the unknown of the New Land never to return on promise of death. &lt;br /&gt;
To date, this threat has only been carried out once but no one talks about the details, telling any who inquire to take it up with Eulis, herself, if they dare. &lt;br /&gt;
Thanks to the Watch and their competence as warriors and spellcasters both, the Campo has been left mostly peaceful since the first monster attack was turned away. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Oborik&#039;&#039;&#039;&lt;br /&gt;
This is a word that immediately raises alarms in the Camp as anyone coming to work for or visit the Troupe is hastenly told. &lt;br /&gt;
The Oborik are a group of monsters local to the New Land who could be called goblins or ogres or orks, save for the fact that they have a unique appearance and vary in size between all three of the before mentioned.&lt;br /&gt;
They are called Oborik because that is the only words they utter (and the Troupe isn&#039;t sure that they got the word right with the monsters&#039; thick gutterish accents). &lt;br /&gt;
The creatures are described as very pale creatures with golden wolf-like eyes and black claw-like nails. They have blood red fur which acts as hair but courses down the back of their necks and backs resembling something closer to fur. &lt;br /&gt;
They are sneaky and competent fighters but have not been seen again since the first raid, other than in small bands that have been wiped out or avoided.&lt;/div&gt;</summary>
		<author><name>Nyarlthotep</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=The_Land_of_Spoils_and_Promised_Danger&amp;diff=375018</id>
		<title>The Land of Spoils and Promised Danger</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=The_Land_of_Spoils_and_Promised_Danger&amp;diff=375018"/>
		<updated>2019-12-11T06:09:35Z</updated>

		<summary type="html">&lt;p&gt;Nyarlthotep: A New Land rich with hidden treasures and rife with bloody danger awaits!&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=The Background=&lt;br /&gt;
It is the largest unexplored continent in the World (for the World is what the everyday folk call this orb on which life teems while the learned scholars name the place Taermus).&lt;br /&gt;
This great new land is ripe for colonization by the King and Queen of Kingsland but the great minerals and other secrets hidden in the deep woods, mountains, and perhaps even in the swamps or icy glaciers are coveted by not only the throne but others who would seek out this land to plunder its spoils or to set up their own seat of power. &lt;br /&gt;
For those willing to help explore and protect the colonists of this new land, there is good work and spoils to be had for them as well. &lt;br /&gt;
Indeed, this is where we find the Troupe of the Newdawn, named for the new opportunities that await those brave explorers.&lt;br /&gt;
The Troupe has set up a consignment for able bodies explorers who would face the unknowns in this new land. &lt;br /&gt;
&lt;br /&gt;
Camp Newdawn is a modest establishment, having a makeshift &amp;quot;mess tent&amp;quot; that passes for a tavern and place to grab a small meal, the cabins where those of the Troupe and other visitors can get some rest, the Temple which is mostly devoted to Pelor but also holds a host of minor shrines as well, as well as the Officer&#039;s Tent for those of the Troupe who are considered its leaders, and a few storage tents for supplies and equipment. &lt;br /&gt;
&lt;br /&gt;
==The New Land Map==&lt;br /&gt;
As it Stands now: [https://imgur.com/GP45qTT]&lt;br /&gt;
&lt;br /&gt;
==The Explorers==&lt;br /&gt;
These are the brave (or desperate, or insane, or...nevermind) these are the explorers of the New Land. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dancer Under the Crescent Moon (Dancer to Her Allies)&#039;&#039;&#039;&lt;br /&gt;
Dancer is a Tabaxi Hexblade from the &amp;quot;Golden Deserts&amp;quot; of Kabarr in the East who wanders and looks for her next hunt, she especially has a distaste for raiders. &lt;br /&gt;
Played by: Talisman&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dr. Alfans Lunarre&#039;&#039;&#039;&lt;br /&gt;
The Longtooth Shifter Bloodhunter, Alfans is fresh from gaining his doctorate and ready to see the world outside of the tomes (and also a hunter of dark things).&lt;br /&gt;
Played by: Woolishly Grim&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Meiovar&#039;&#039;&#039;&lt;br /&gt;
This Half-Elf Sorceress is a mystery to her peers even in the collegiate realms where she studied. She roams the lands of the World looking for what might be over the next ridge and, especially, what ancient knowledge might be uncovered along the way. &lt;br /&gt;
Played by: Stormraven&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Iman&#039;&#039;&#039;&lt;br /&gt;
Iman is a Human druid who began an unremarkable life only to be sought out by her teacher and, she soon found, the World itself. She wanders the ways and wilds offering wisdom to those who seem in need of it.&lt;br /&gt;
Played by: Silvercat Moonpaw&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Thol Wolf-Brother, Son of Hrin&#039;&#039;&#039;&lt;br /&gt;
A wandering Human barbarian far from his home and clan in the Great North, Thol has great respect for his axes and his drink. His allies are happy to have him pointed at their enemies.&lt;br /&gt;
Played by: Archer &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Zass&#039;&#039;&#039;&lt;br /&gt;
Zass is a Yuan Ti Pureblood, or perhaps it should be said she was until being cursed by the Fey and bound to them. Now her emotions have been unleashed as she uses stealth and magic as a Thief/Warlock to make her way through the world, lost to her own people. &lt;br /&gt;
Played by: Staatick&lt;/div&gt;</summary>
		<author><name>Nyarlthotep</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=The_Land_of_Spoils_and_Promised_Danger&amp;diff=375013</id>
		<title>The Land of Spoils and Promised Danger</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=The_Land_of_Spoils_and_Promised_Danger&amp;diff=375013"/>
		<updated>2019-12-11T02:33:01Z</updated>

		<summary type="html">&lt;p&gt;Nyarlthotep: A New Land rich with hidden treasures and rife with bloody danger awaits!&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=The Background=&lt;br /&gt;
It is the largest unexplored continent in the World (for the World is what the everyday folk call this orb on which life teems while the learned scholars name the place Taermus).&lt;br /&gt;
This great new land is ripe for colonization by the King and Queen of Kingsland but the great minerals and other secrets hidden in the deep woods, mountains, and perhaps even in the swamps or icy glaciers are coveted by not only the throne but others who would seek out this land to plunder its spoils or to set up their own seat of power. &lt;br /&gt;
For those willing to help explore and protect the colonists of this new land, there is good work and spoils to be had for them as well. &lt;br /&gt;
Indeed, this is where we find the Troupe of the Newdawn, named for the new opportunities that await those brave explorers.&lt;br /&gt;
The Troupe has set up a consignment for able bodies explorers who would face the unknowns in this new land. &lt;br /&gt;
&lt;br /&gt;
Camp Newdawn is a modest establishment, having a makeshift &amp;quot;mess tent&amp;quot; that passes for a tavern and place to grab a small meal, the cabins where those of the Troupe and other visitors can get some rest, the Temple which is mostly devoted to Pelor but also holds a host of minor shrines as well, as well as the Officer&#039;s Tent for those of the Troupe who are considered its leaders, and a few storage tents for supplies and equipment. &lt;br /&gt;
&lt;br /&gt;
==The Temple==&lt;br /&gt;
In the temple, the brother and sister priests Orza and Kallia both devotees to Pelor reside and perform their priestly duties. &lt;br /&gt;
Also within this Temple which is a decorative cabin more than anything, are lesser shrines to Ehlonna, Fharlanghn, Heironeus, and others. There are always members of the Troupe praying to the various gods at their shrines. &lt;br /&gt;
The two, it is said, are great healers and also bestow blessings to aid the Troupe and their allies, though if they have an especially busy day they may ask for a favor or donation in return all to glorify Pelor. &lt;br /&gt;
&lt;br /&gt;
==Mess Tent==&lt;br /&gt;
Though it is not the Feast Table at the Ivory Castl in Kingsland, the Troupe were able to procure a very talented cook to prepare and serve meals with the game and flora found in the immediate area. Some days, the meals are more sparse than others but they are sure to keep the Troupe on their feet and healthy.&lt;/div&gt;</summary>
		<author><name>Nyarlthotep</name></author>
	</entry>
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