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*D&D 5th | *D&D 5th | ||
*Aikireikinu's [https://docs.google.com/document/d/1hmp24dXYH1tGhkc1KECwCKS40j-rrj4ZGgCyGl4xPVQ/edit houserules] | *Aikireikinu's [https://docs.google.com/document/d/1hmp24dXYH1tGhkc1KECwCKS40j-rrj4ZGgCyGl4xPVQ/edit houserules] | ||
− | *IC | + | *IC link |
− | *OOC | + | *OOC link |
=Characters= | =Characters= | ||
− | + | *'''[https://docs.google.com/document/d/1geK222GDE8VJpRDP1KBmIojQD48ayPymb59pivpM0LY/edit Terbish Half-Fang]'''. Orc-Kin Warlock | |
− | + | **'''[https://docs.google.com/document/d/11mvHUAYEiv-iG2nz3uRUHFzoeb-58-xfHpyfGpuAHKM/edit?usp=sharing Terbish's Aurochs]''' | |
− | + | *'''[https://docs.google.com/document/d/1-NV6S2UJFhy39jWdxXesHFcsf7zgf5OGmuemfCCjrVI/edit Church]''', Arcanotek Trooper Cleric | |
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− | *'''[https://docs.google.com/document/d/11mvHUAYEiv-iG2nz3uRUHFzoeb-58-xfHpyfGpuAHKM/edit?usp=sharing | ||
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=Allies= | =Allies= | ||
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==Wayfarers== | ==Wayfarers== | ||
The Wayfarers are a group of enlightened individuals who try to maintain peace and justice within Aukroa. It's a group that people can only join by invitation, usually by having a member observe candidates and recommend them. | The Wayfarers are a group of enlightened individuals who try to maintain peace and justice within Aukroa. It's a group that people can only join by invitation, usually by having a member observe candidates and recommend them. | ||
− | It's not exactly a secret society, as the leaders of the Allied States and the Wild Nations and the Empire | + | It's not exactly a secret society, as the leaders of the Allied States and the Wild Nations and the Empire known of them, but exactly who they are and what they do is more obscure for the common folk, who view them (not inaccurately) as something akin to a social club for do-gooders. |
The Wayfarers have been active in Aukroa for several centuries, and like any such society has had its dark times. For now, at least, they remain true to their purpose, and seek to thwart both the tyranny of the Empire, and the less noble impulses of the Allied States. Their activities within the Wild Nations are more restricted, as they're viewed as being tools or fools of the Allied States. | The Wayfarers have been active in Aukroa for several centuries, and like any such society has had its dark times. For now, at least, they remain true to their purpose, and seek to thwart both the tyranny of the Empire, and the less noble impulses of the Allied States. Their activities within the Wild Nations are more restricted, as they're viewed as being tools or fools of the Allied States. | ||
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*'''Mytahl Exeter''', (Land-kin, Diviner). Mythal is middle-aged copper skinned, dark haired human woman, originally from Zukrut, the City of Brass and Gold. While the Wayfarers don't have leaders per se, Mytahl maintains a network of informants and coordinates information sharing among the Wayfarers. She has relatively good relations with the leaders of the Allied States, and was one of the petitioners that awakened Auraryuma. She's quiet about her own past, and the general impression is less one of secretiveness but rather a desire to forget. She's typically found at the ''Wandering Stars'', a inn in Sarnkel, a fortified town in No Mans Land, near the Sylverdan border. The ''Wandering Stars'' serves as an unofficial headquarters for the Wayfarers. | *'''Mytahl Exeter''', (Land-kin, Diviner). Mythal is middle-aged copper skinned, dark haired human woman, originally from Zukrut, the City of Brass and Gold. While the Wayfarers don't have leaders per se, Mytahl maintains a network of informants and coordinates information sharing among the Wayfarers. She has relatively good relations with the leaders of the Allied States, and was one of the petitioners that awakened Auraryuma. She's quiet about her own past, and the general impression is less one of secretiveness but rather a desire to forget. She's typically found at the ''Wandering Stars'', a inn in Sarnkel, a fortified town in No Mans Land, near the Sylverdan border. The ''Wandering Stars'' serves as an unofficial headquarters for the Wayfarers. | ||
*'''Yayala Sutoto''', (Lightfoot, Merchant). Yayala is a blond-haired halfling woman of indeterminate age. She manages financial matters for her more adventurous Wayfarer brethren and often aids in missions financially where she can. Her network of suppliers and traders serves as a supplementary information network. She's usually cheerful, but frets that she can't help more directly. | *'''Yayala Sutoto''', (Lightfoot, Merchant). Yayala is a blond-haired halfling woman of indeterminate age. She manages financial matters for her more adventurous Wayfarer brethren and often aids in missions financially where she can. Her network of suppliers and traders serves as a supplementary information network. She's usually cheerful, but frets that she can't help more directly. | ||
− | *'''Zhid''', (Starborn, Arcanoteknician). Zhid is an older starborn man, with slate-grey skin, white hair, and golden eyes and crystal. He defected from the Imperial Manufactuary College during the war and has found a home among the Wayfarers. His passion is creating arcanotek that can improve the daily lives of people. When a Wayfarer needs help with arcanotek, or if a wayward arcanotek trooper is looking for maintenance or modifications, he's always ready to lend a hand | + | *'''Zhid''', (Starborn, Arcanoteknician). Zhid is an older starborn man, with slate-grey skin, white hair, and golden eyes and crystal. He defected from the Imperial Manufactuary College during the war and has found a home among the Wayfarers. His passion is creating arcanotek that can improve the daily lives of people. When a Wayfarer needs help with arcanotek, or if a wayward arcanotek trooper is looking for maintenance or modifications, he's always ready to lend a hand. |
− | *''' | + | *'''Ashzuln''', (Wolf-kin, Assassin). Ashvuln is a grey haired human man, originally from Zukrut. Where Mytahl manages the flow of information, he's usually out in the field gathering it from sources within and without the Allied States. He keeps to himself, and prefers to work alone. |
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=Enemies= | =Enemies= | ||
− | + | *None so far! | |
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=Other NPCs= | =Other NPCs= | ||
+ | ==Auraryuma, the Golden Calamity== | ||
− | + | Auraryuma, first born of Bahamut and Tiamat, had dwelt in Aukroa since time immemorial. Rarely did he stir from the great caldera of Dragonpeak, to the relief of those that live on the continent. To entreat his aid was to entreat his judgement, and few mortals could measure up to his exacting standards. His is all consuming breath could immolate armies or, if he was feeling merciful, merely bring them to their knees. His mastery of the arcane allowed him to herald his arrival with a swarm of stars plucked from the heavens. | |
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− | Auraryuma, first born of Bahamut and Tiamat, had dwelt in Aukroa since time immemorial. Rarely did he stir from the great caldera of Dragonpeak, to the relief of those that live on the continent. To entreat his aid was to entreat his judgement, and few mortals could measure up to his exacting standards. His all consuming breath could immolate armies or, if he was feeling merciful, merely bring them to their knees. His mastery of the arcane allowed him to herald his arrival with a swarm of stars plucked from the heavens. | ||
It was not from malice that he brought destruction wherever he passed, for it was simply a consequence of his passing. Such was it in times past, that people would seek his wisdom, and reach out to him in prayer, or by pilgrimage to the foot of Dragonpeak. From such a remove, he would answer, if the petitioner was sincere, and had exhausted other avenues before reaching out to him. | It was not from malice that he brought destruction wherever he passed, for it was simply a consequence of his passing. Such was it in times past, that people would seek his wisdom, and reach out to him in prayer, or by pilgrimage to the foot of Dragonpeak. From such a remove, he would answer, if the petitioner was sincere, and had exhausted other avenues before reaching out to him. | ||
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Those who prayed to Auraryuma claim to still receive answers, and that the eternal flame of his spirit still lingers within his ruined body, perhaps to be reborn someday. | Those who prayed to Auraryuma claim to still receive answers, and that the eternal flame of his spirit still lingers within his ruined body, perhaps to be reborn someday. | ||
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=Locations= | =Locations= | ||
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==Sarnkel== | ==Sarnkel== | ||
Sarnkel is a rough and tumble fortified frontier town. Originally a trading post on the trade route between Sylverda and the former city-state of Ashgurt, now the Imperial Province of Ashgurt, it became a destination for veterans of the war who didn't feel they could return home, Ashgurt refugees, and adventurous souls seeking their fortune picking through the debris field of No Mans Land. | Sarnkel is a rough and tumble fortified frontier town. Originally a trading post on the trade route between Sylverda and the former city-state of Ashgurt, now the Imperial Province of Ashgurt, it became a destination for veterans of the war who didn't feel they could return home, Ashgurt refugees, and adventurous souls seeking their fortune picking through the debris field of No Mans Land. | ||
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=Background Information= | =Background Information= | ||
− | == | + | ==Aukroa== |
− | + | Aukroa is one of the three great continents in the world, along with Zulemna (home of the Jhorzan Empire) and far off Ru-Za-Ma-He. The three continents form a rough horizontal crescent, with Aukroa on the left, Zulemna in the middle at the top, and Ru-Za-Ma-He on the right, in the great world sea. | |
− | + | The north, where Sylverda lays claim, is heavily forested on the inner crescent side, with a low chain of mountains separating It from the steppes on the far side. | |
− | + | To the south, the forest gives way to grasslands and rolling hills, surrounding the vast Lake of the Dragon's Descent. On the lake, and spreading for several miles nearly to the shores of the inner crescent is the nation of Wyffleum. | |
− | + | Still further south, the land turns rough and rocky, and rises again in great volcanic mountains. Mountain streams feed fertile regions thick with volcanic ash, and there the great city-state of brass and gold, Zukrut is found. | |
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− | == | + | ==Guestright== |
− | + | Hospitality is a virtue of great importance in Aukroa, so great that the spirits of the land themselves punish those who breech it. | |
− | + | A person admitted as a guest, must not be harmed, nor may a guest harm their host or those under their host's protection. | |
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− | + | A guest must provide a gift to their host, of any value, and their host must accept it for guestright to sworn. When the gift is present and accepted, the period of guestright is decided, no shorter than then next dawn, no longer than the dawn of a year and a day. | |
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− | + | A guest must abide by their hosts customs while a guest, unless they would cause harm, and a host must provide for a guest's basic needs. | |
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− | + | A host must accept guestright, if the guest is in peril from the weather or wild animals or monsters, with the duration being no shorter than the next dawn, and at least until the immediate danger has passed, unless doing so would put them in peril. And it is the spirits who judge, so the host should be very certain they would be in peril. A guest falsely claiming to be in peril would be judged to have violated guestright themselves. | |
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− | + | A host may revoke guestright by asking thrice for their guest to leave, and returning the gift. They may not harm their former guest until the guest has travelled far enough that they can not see the host's domain. | |
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− | + | A guest may revoke guestright by stepping beyond the threshold of their host's domain, declaring thrice that they are departing, and traveling so that they can not see the host's domain. They may not harm their former host until they have done so. | |
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− | + | Violating guestright results in the violator being cursed by the spirits of the land, with the severity of curse being threefold the severity of violation. Such curses are difficult to remove, and the self-same spirits are loathe to allow their priests to do so without ample evidence of atonement by the violator. | |
− | + | Refusing to offer or claim guestright is viewed with deep suspicion. Needless to say, the forces of the Jhorzan Empire have no use for guestright. | |
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==The Nations== | ==The Nations== | ||
===The City State of Sylverda=== | ===The City State of Sylverda=== | ||
− | Nestled in the dense forests of northern Aukroa, the city of Sylverda has always prided itself on living in harmony with its surroundings. The city sprawls through clearings in the Mother Forest and many small streams flow through it. Wood is the preferred material for construction, and living trees as sometimes shaped to | + | Nestled in the dense forests of northern Aukroa, the city of Sylverda has always prided itself on living in harmony with its surroundings. The city sprawls through clearings in the Mother Forest and many small streams flow through it. Wood is the preferred material for construction, and living trees as sometimes shaped to server as structural elements. Stone and metal are used where they must be. |
Rather than fields of crops, and herds of animals, Slyverdans blend their food crops and game with the forest. Fruit bearing trees, berry-bearing bushes, mushrooms, and various vegetables and beans grow all around the city, free for all to harvest under the guidance of the Foresters. Herds of deer, sheep, and boars call the forest home. Hunting is likewise managed by the Foresters, with all citizens permitted to hunt as needed, or to sell their spoils to those that can't hunt. | Rather than fields of crops, and herds of animals, Slyverdans blend their food crops and game with the forest. Fruit bearing trees, berry-bearing bushes, mushrooms, and various vegetables and beans grow all around the city, free for all to harvest under the guidance of the Foresters. Herds of deer, sheep, and boars call the forest home. Hunting is likewise managed by the Foresters, with all citizens permitted to hunt as needed, or to sell their spoils to those that can't hunt. | ||
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The most common mounts and beasts of burden are domesticated axe-beaks, who are better suited to the root tangled terrain of the Mother Forest than horses. | The most common mounts and beasts of burden are domesticated axe-beaks, who are better suited to the root tangled terrain of the Mother Forest than horses. | ||
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===The "Wild" Nations=== | ===The "Wild" Nations=== | ||
− | While it is more diplomatic to refer to the Orc, Goblin, and Lizardfolk nations by their proper names | + | While it is more diplomatic to refer to the Orc, Goblin, and Lizardfolk nations by their proper names, in common usage they are referred to as the Wild Nations. They are the original inhabitants of Aukroa, along with many other across the continent, who lived there for millennia, before the refugees from the fourth continent settled in Aukroa following its destruction in the Rain of Unending Sorrow. |
Sylverda, keeping with its governing philosophy of harmony with its surroundings has, in general, had better relationships with the Wild Nations than its sister cities have, but there have been conflicts. | Sylverda, keeping with its governing philosophy of harmony with its surroundings has, in general, had better relationships with the Wild Nations than its sister cities have, but there have been conflicts. | ||
====The Khanate of Rau==== | ====The Khanate of Rau==== | ||
− | Across the Low Mountain, in the Steppes of Rau, the Orcs | + | Across the Low Mountain, in the Steppes of Rau, the Orcs live. Ferocity is their guiding principle, though they see it as the way they live with each other, not with other peoples, who they see as inherently weaker. They are nomadic, living and moving with their great herds of aurochs, who serve as food, mounts, beasts of burden, and weapons of war. There are eleven Clans, who are ordered from strongest to weakest. Between the Clans, there is the expectation that only the weaker may instigate hostilities with the stronger; preying on the weak is seen as disgraceful, while the weak seeking to become strong is seen as praiseworthy. |
− | Every three years, the eleven clans come together to have a Grand Battle, where each Clan does battle with their strongest warriors, though typically not to the death. The battle begins as the last sliver of light vanishes at dusk, until the first glimmer of light at dawn. The Clan whose warriors stand within the Circle of Judgement by the time the Grand Battle ends are | + | Every three years, the eleven clans come together to have a Grand Battle, where each Clan does battle with their strongest warriors, though typically not to the death. The battle begins as the last sliver of light vanishes at dusk, until the first glimmer of light at dawn. The Clan whose warriors stand within the Circle of Judgement by the time the Grand Battle ends are judge the strongest, and their leader becomes Khan of the Clans until the next Grand Battle. The other clans are judge by their performance in the Grand Battle, and a new order of strongest to weakest is recognized. |
The last three battles have seen victory by the Eyeless Moon clan, led by Ravekhram the Sky-Cleaver. The Khantate is usually held by the Eyeless Moon, or their traditional rivals, the Horns of Graz, led by Vrememami the Doom-Eye. | The last three battles have seen victory by the Eyeless Moon clan, led by Ravekhram the Sky-Cleaver. The Khantate is usually held by the Eyeless Moon, or their traditional rivals, the Horns of Graz, led by Vrememami the Doom-Eye. | ||
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There is some mild trade between the Khanate and Sylverda, but neither has much that the other desires. Sylverda would very much like the Khanate as an ally, should war break out with the Empire again, but the Khanate's view is that only the weak seek allies. The sour note in the relations between the nations comes from encroachments on Khanate lands by settlers from Wyffleum. As Sylverda and Wyffleum are allied states, the Khan considers Sylverda to be in part responsible for restraining their fellow Allied State, while Wyffleum seeks to have Sylverda help protect their settlers from Orcish raids. | There is some mild trade between the Khanate and Sylverda, but neither has much that the other desires. Sylverda would very much like the Khanate as an ally, should war break out with the Empire again, but the Khanate's view is that only the weak seek allies. The sour note in the relations between the nations comes from encroachments on Khanate lands by settlers from Wyffleum. As Sylverda and Wyffleum are allied states, the Khan considers Sylverda to be in part responsible for restraining their fellow Allied State, while Wyffleum seeks to have Sylverda help protect their settlers from Orcish raids. | ||
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====The Darkwood Demense==== | ====The Darkwood Demense==== | ||
− | Deep in the Mother Forest, is the land of the Goblins | + | Deep in the Mother Forest, is the land of the Goblins, the Darkwood Demense. It overlaps in part with the villages of the Shadow Elves, but for the most part, their relations are good, and of all the Wild Nations, they have the best relations with Sylverda. |
Goblins delight in cunning and trickery. They are very territorial, and anyone wishing to enter the Darkwood should try to make contact at the edge, lest they be viewed as a trespasser. People who wander into their woods without permission are likely to find themselves subjected to a series of embarrassing tricks and traps that end with them safely, if somewhat tattered, back outside the Darkwood. People who enter with hostile intent are dealt with much less gently. | Goblins delight in cunning and trickery. They are very territorial, and anyone wishing to enter the Darkwood should try to make contact at the edge, lest they be viewed as a trespasser. People who wander into their woods without permission are likely to find themselves subjected to a series of embarrassing tricks and traps that end with them safely, if somewhat tattered, back outside the Darkwood. People who enter with hostile intent are dealt with much less gently. | ||
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The main source of conflict are poachers in the Darkwood, for there are many creatures in the Darkwood, such as displacer beasts, that are valued for their hides or other parts. If the goblins feel the Wardens aren't doing enough to stop poachers, they may retaliate by raiding Sylverdan lands for game or forage, or by stealing from nearby settlements. | The main source of conflict are poachers in the Darkwood, for there are many creatures in the Darkwood, such as displacer beasts, that are valued for their hides or other parts. If the goblins feel the Wardens aren't doing enough to stop poachers, they may retaliate by raiding Sylverdan lands for game or forage, or by stealing from nearby settlements. | ||
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====The Queztlan Resistance==== | ====The Queztlan Resistance==== | ||
− | On the southern edge of the Mother Forest, between the forest and the Lake of the Dragon's Descent, is the Marsh of the Drowned. There, the Lizardfolk | + | On the southern edge of the Mother Forest, between the forest and the Lake of the Dragon's Descent, is the Marsh of the Drowned. There, the Lizardfolk make their home. The relations between the Resistance and Sylverda can be described as tense, at best. |
− | The Lizardfolk have never forgiven the ancestors of the inhabitants of Sylverda for driving their ancestors from | + | The Lizardfolk have never forgiven the ancestors of the inhabitants of Sylverda for driving their ancestors from there homes. What had once been a grand nation of philosopher-priests has become a nations of soldiers under eternal military rule. When The Jhorzan Empire went to war with the Allied States, the Queztlan Resistance joined as co-belligerents, forcing Sylverda to keep troops on its southern border and disrupting the movement of troops from Wyffleum marching to aid Slyverda. |
The Queztlans managed to rouse the black dragon Uxetlavanku from her centuries longs slumber, and called upon the ancient pact between their ancestors and her. For a while, the Queztlans made inroads into Sylverda, but a heroic band of individuals battled Uxetlavanku to standstill, forcing her to retreat to nurse her wounds. Before she could rejoin the fight, Auraryuma entered the battle against the Empire on the Allied States side, and rather than risk conflict with her uncle, Uxetlavanku resolved to stay in her lair. | The Queztlans managed to rouse the black dragon Uxetlavanku from her centuries longs slumber, and called upon the ancient pact between their ancestors and her. For a while, the Queztlans made inroads into Sylverda, but a heroic band of individuals battled Uxetlavanku to standstill, forcing her to retreat to nurse her wounds. Before she could rejoin the fight, Auraryuma entered the battle against the Empire on the Allied States side, and rather than risk conflict with her uncle, Uxetlavanku resolved to stay in her lair. | ||
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For now, conflict with Sylverda is limited to raids and border harassment. For now, the Sylverdan leaders refuse to retaliate, but there are rumblings of discontent among the Wardens and the villages near the Marsh of the Drowned. | For now, conflict with Sylverda is limited to raids and border harassment. For now, the Sylverdan leaders refuse to retaliate, but there are rumblings of discontent among the Wardens and the villages near the Marsh of the Drowned. | ||
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===The Jhorzan Empire=== | ===The Jhorzan Empire=== | ||
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If they have a core tendency, it is arrogance paired with a selective sense of honor. This combination makes them unlikely to consider subterfuge as their first option in their dealings. The strong have no need of trickery. Those that match them strength for strength may receive a certain amount of grudging respect. They value intelligence, competence, and loyalty, but only in those they accept as equals. | If they have a core tendency, it is arrogance paired with a selective sense of honor. This combination makes them unlikely to consider subterfuge as their first option in their dealings. The strong have no need of trickery. Those that match them strength for strength may receive a certain amount of grudging respect. They value intelligence, competence, and loyalty, but only in those they accept as equals. | ||
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