Editing D&D5:NoMansLand
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=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 Mauden the 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 Mauden the Aurochs]''' | ||
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=Allies= | =Allies= | ||
− | *'''Ve'kannae''', (Cat-kin | + | ==The Twin Seedsingers== |
− | *'''Ve'kathex''', (Cat-kin | + | *'''Ve'kannae''', (Cat-kin Seedsinger). The black haired assertive older twin by 1 hour. She is quick to offer physical chastisement to those she feels deserve it. |
− | + | *'''Ve'kathex''', (Cat-kin Seedsinger). The white haired passive younger twin. He is the opposite of his sister in many ways, but shares her love of Sylverda and desire to maintain the delicate balance with Mother Forest. | |
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==Wayfarers== | ==Wayfarers== | ||
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*'''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. He's assisted by Spike, a halfling man, and Largo, a goliath man. | *'''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. He's assisted by Spike, a halfling man, and Largo, a goliath man. | ||
− | *''' | + | *'''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= | ||
− | + | *'''Mor de Caenen: The Maker''', (Undead). An arrogant and powerful undead apparition who claims to be "unsundered", a trait that only adds to his superiority complex. He is the one who forged Weapon, the entity that Terbish draws her strength from. He is capable of possessing the bodies of the dead and summoning voidborn to do his bidding. | |
− | *'''Mor de Caenen: The Maker''', (Undead | ||
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− | == | + | =Other NPCs= |
− | + | ==Personal Background== | |
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− | =Personal Background= | ||
*'''Beltari Zefaris,''' (Tiefling Bard). An inquisitive and eccentric young woman with pale grey skin and long white hair. A wandering minstrel by trade, Beltari came to Sarnkel to explore the Wasteland for inspiration in hopes of overcoming a nasty bit of writers block. After several close encounters with the hostile wildlife of the wastes she hired Church for protection. During their time together she grew fond of the confused and awkward arcanotek who was still struggling with her newfound freedom. Beltari taught Church how to speak properly and helped the steel soldier find her own voice. | *'''Beltari Zefaris,''' (Tiefling Bard). An inquisitive and eccentric young woman with pale grey skin and long white hair. A wandering minstrel by trade, Beltari came to Sarnkel to explore the Wasteland for inspiration in hopes of overcoming a nasty bit of writers block. After several close encounters with the hostile wildlife of the wastes she hired Church for protection. During their time together she grew fond of the confused and awkward arcanotek who was still struggling with her newfound freedom. Beltari taught Church how to speak properly and helped the steel soldier find her own voice. | ||
− | *'''Karath,''' (Orc | + | *'''Karath,''' (Orc ???). |
− | = | + | ==Auraryuma, the Golden Calamity== |
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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. | 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. | ||
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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= | ||
==Religion, Gods, and Worship== | ==Religion, Gods, and Worship== | ||
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As noted, how the Seven are seen in the World varies considerably, and the following is just some common views of them. The gender ascribed to the deities varies from culture to culture, often times in relation to how its aspects are seen in that culture. | As noted, how the Seven are seen in the World varies considerably, and the following is just some common views of them. The gender ascribed to the deities varies from culture to culture, often times in relation to how its aspects are seen in that culture. | ||
− | + | '''Aenri (Sylverda), Aarim (Wyffleum), Azarn (Zukrut), Anriu (Rau), Ahnar (Darkwood), Atzea (Quetzlan)''' | |
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Broadly the deity of the Sun, Dawn, Light, and the Sky. May sometimes cover elements derived from those, such as Weather in Sylverda, or Victory in Battle in Rau (the Orcs are predominantly nocturnal, so battles are fought at night, ending when the Sun rises, leading to the idea that the Sun judges who the victors of a battle were). | Broadly the deity of the Sun, Dawn, Light, and the Sky. May sometimes cover elements derived from those, such as Weather in Sylverda, or Victory in Battle in Rau (the Orcs are predominantly nocturnal, so battles are fought at night, ending when the Sun rises, leading to the idea that the Sun judges who the victors of a battle were). | ||
+ | ''' | ||
+ | Ymalia (Sylverda), Ynarie (Wyffleum), Ykarna (Zukrut), Yneru (Rau), Ytmata (Darkwood), Yssele (Quetzlan)''' | ||
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The deity of the cycle of death and rebirth, nature, and the harvest. In Sylverda serves mainly as the goddess of nature, including non-living elements, such as streams, the wind, and rocks. In the Darkwood, seen as the god of gifts and reciprocity. | The deity of the cycle of death and rebirth, nature, and the harvest. In Sylverda serves mainly as the goddess of nature, including non-living elements, such as streams, the wind, and rocks. In the Darkwood, seen as the god of gifts and reciprocity. | ||
+ | ''' | ||
+ | Malam (Sylverda), Wyllam (Wyffleum), Marut (Zukrut), Maht (Rau), Muzam (Darkwood), Mzalam (Queztlan)''' | ||
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Deity of farming, fishing, and more generally crafting. In Wyffleum, also the god of war and raiding, for they traditionally till the land in the growing season, and go raiding on the seas in the winter, so for them farmer and raider are near synonymous. | Deity of farming, fishing, and more generally crafting. In Wyffleum, also the god of war and raiding, for they traditionally till the land in the growing season, and go raiding on the seas in the winter, so for them farmer and raider are near synonymous. | ||
− | + | '''Oshan (Sylverda), Ollym (Wyffleum), Ozhut (Zukrut), Othak (Rau), Ofran (Darkwood), Otlan (Quetzlan)''' | |
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Deity of wanders, refugees, exiles, couriers, peddlers, and adventurers. In Sylverda, also the god of guards, and seen as the patron of the Warden who protect the Mother Forest. Among the Quetzlan, she is the goddess of sorrow and longing, as they see themselves as exiles from their true home. | Deity of wanders, refugees, exiles, couriers, peddlers, and adventurers. In Sylverda, also the god of guards, and seen as the patron of the Warden who protect the Mother Forest. Among the Quetzlan, she is the goddess of sorrow and longing, as they see themselves as exiles from their true home. | ||
+ | ''' | ||
+ | Suleri (Sylverda), Suterm (Wyffleum), Samza (Zukrut), Serarm (Rau), Svula (Darkwood), Ussele (Quetzlan)''' | ||
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Deity of writing, knowledge, and tradition. In Zukrut, also the god of merchants due to the connection to ledgers and mathematics. In Rau, the goddess of secrets, representing the hidden knowledge of each of the clans. | Deity of writing, knowledge, and tradition. In Zukrut, also the god of merchants due to the connection to ledgers and mathematics. In Rau, the goddess of secrets, representing the hidden knowledge of each of the clans. | ||
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+ | Tsuma (Sylverda), Thuma (Wyffleum), Tzuka (Zukrut), Taeme (Rau), Tsulam (Darkwood), Tlalu (Quetzlan) | ||
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Deity of the night, the stars, the twin moons, and love. In Sylverda, also the god of mischief, trickery, and children, due to ever changing faces the moons present at night. Darkwood has the same associations, but views the deity as changing genders with the phases of the moons. | Deity of the night, the stars, the twin moons, and love. In Sylverda, also the god of mischief, trickery, and children, due to ever changing faces the moons present at night. Darkwood has the same associations, but views the deity as changing genders with the phases of the moons. | ||
+ | ''' | ||
+ | Feorn (Sylverda), Fyern (Wyffleum), Feork (Zukrut), Faena (Rau), Felu (Darkword), Ftaek (Quetzlan)''' | ||
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Deity of fate, magic, and law. In Wyffleum, the goddess of the sea and the wind, for sailors are always at their mercy as fate decrees. In Quetzlan, the god of rightful rulership whose visions guides kings on the proper path for the betterment of their subjects. | Deity of fate, magic, and law. In Wyffleum, the goddess of the sea and the wind, for sailors are always at their mercy as fate decrees. In Quetzlan, the god of rightful rulership whose visions guides kings on the proper path for the betterment of their subjects. | ||
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==Aukroa== | ==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. | 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. | ||
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Their lack of hierarchy can make them difficult for outsiders to deal with, but, generally, if an outsider can get a goblin to vouch for them, and doesn't cause too much trouble, the other goblins will abide by what the the first goblins decided. A person who plays their role in a trick with good humor or wit is appreciated. | Their lack of hierarchy can make them difficult for outsiders to deal with, but, generally, if an outsider can get a goblin to vouch for them, and doesn't cause too much trouble, the other goblins will abide by what the the first goblins decided. A person who plays their role in a trick with good humor or wit is appreciated. | ||
− | 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. g enough to stop poachers, they may retaliate by raiding Sylverdan lands for game or forage, or by stealing from nearby settlements. |
====The Queztlan Resistance==== | ====The Queztlan Resistance==== | ||
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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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