Editing D&D5:NoMansLand

Jump to: navigation, search

Warning: You are not logged in. Your IP address will be publicly visible if you make any edits. If you log in or create an account, your edits will be attributed to your username, along with other benefits.

The edit can be undone. Please check the comparison below to verify that this is what you want to do, and then save the changes below to finish undoing the edit.
Latest revision Your text
Line 121: Line 121:
 
==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.
==The Wasteland==
 
The Wasteland was once an extension the  great Mother Forest, where the forest gave way to the rolling taiga and cold plains of Ashgurt.
 
 
During the war, it was the site of the front lines, where Imperial soldiers and arcanoteks battled the miitaries of the Allied states and their magics. Men and women of all races fought until the earth was stained red. Arcanoteks battled summoned elementals of flame and wind and earth. Finally, Auryruma battled the arcanotitan Perditam Terminam, and it ended, Everything ended.
 
 
The colossal energies released scoured and twisted the land. Strange glowing twisted formations of crystal jut forth from the ground. Multi-hued miasma drifts from cracks in the rocks. Fused and mangled bodies of men and machines dot the landscape. And at the center of it all, visible from miles away, the towering corpse of Auraryuma grapples for eternity with the wreckage of Perditam Teminam.
 
 
But the Wasteland is not at peace, even now. Creatures that survived the aftermath have become malformed monstrosities. The spirits of the dead, chained by their regrets and unable to pass on haunt the land. Arcanoteks, shattered but functioning, lurch aimlessly in search of a purpose. And at night, when the twin moons are both less than a quarter full, the energies permeating the Wasteland weaken the barriers between worlds, allowing the Voidborn to cross over. And the day is no safer, for when both moons are more than three-quarters full, the Brightborn can cross over.
 
 
Still, if one is cautious, there can be riches to found, scavenged from the battlefields, or mined from the peculiar rock formations.
 
 
 
=Background Information=
 
=Background Information=
 
==Religion, Gods, and Worship==
 
==Religion, Gods, and Worship==

Please note that all contributions to RPGnet may be edited, altered, or removed by other contributors. If you do not want your writing to be edited mercilessly, then do not submit it here.
You are also promising us that you wrote this yourself, or copied it from a public domain or similar free resource (see RPGnet:Copyrights for details). Do not submit copyrighted work without permission!

Cancel Editing help (opens in new window)