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==The New Land Map==
 
==The New Land Map==
As it Stands now:
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As it Stands now: <blockquote class="imgur-embed-pub" lang="en" data-id="a/G22a1rn"  ><a href="//imgur.com/a/G22a1rn">The New Land Current Map</a></blockquote><script async src="//s.imgur.com/min/embed.js" charset="utf-8"></script>
 
 
[img]https://i.imgur.com/BTUC0tT.jpg[/img]
 
 
 
==Links==
 
* '''[https://forum.rpg.net/index.php?threads/the-land-of-spoils-and-promised-danger.856279/ In Character]'''
 
* '''[https://forum.rpg.net/index.php?threads/the-land-of-spoils-and-promised-danger.856281/ Out Of Character]'''
 
* '''[https://forum.rpg.net/index.php?threads/closed-recruitment-d-d-5e-the-land-of-spoils-and-promised-danger.856099/ Recruitment]'''
 
 
 
  
 
==The Explorers==
 
==The Explorers==
 
These are the brave (or desperate, or insane, or...nevermind) these are the explorers of the New Land.  
 
These are the brave (or desperate, or insane, or...nevermind) these are the explorers of the New Land.  
 
'''Total XP Thus Far''': 1175
 
  
 
'''Dancer Under the Crescent Moon (Dancer to Her Allies)'''
 
'''Dancer Under the Crescent Moon (Dancer to Her Allies)'''
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'''Zass'''
 
'''Zass'''
 
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.  
 
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.  
Played by: Stattick [https://wiki.rpg.net/index.php/Zass Zass]
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Played by: Staatick
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[https://www.myth-weavers.com/sheet.html#id=1728233]
  
 
==The Troupe of Newdawn==
 
==The Troupe of Newdawn==
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'''Commandant Horris Belevante'''
 
'''Commandant Horris Belevante'''
  
This stalwart human is typically seen in his retired uniform from the King's Guard. His long gray hair shows his years where his strong and confident physique does not.
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This stalwart human is typically seen in his retired uniform from the King's Guard. His long gray hair shows his years where his strong and confident physique doe not.
 
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 "competition" showing up.  
 
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 "competition" showing up.  
 
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 "Good Captain Bashaar Firescale" is ready to evacuate the Troupe to the Captains ship, the Silt Maiden, at a moment's notice.  
 
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 "Good Captain Bashaar Firescale" is ready to evacuate the Troupe to the Captains ship, the Silt Maiden, at a moment's notice.  
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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 "second" to the Commandant.  
 
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 "second" to the Commandant.  
 
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 "local".  
 
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 "local".  
Bijinn Umi is responsible for a lot of the items that the Commandant just can'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.
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Bijinn Umi is responsible for a lot of the items that the Commandant just can'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.
  
 
'''Kalen'''  
 
'''Kalen'''  
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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.  
 
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.  
 
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.
 
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.
 
==Camp NewDawn==
 
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.
 
'''The Commissions Tent'''
 
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.
 
The entire Troupe is lined up here in the morning directly after breakfast to receive their daily work orders.
 
 
'''The Explorers Quarters'''
 
This is where the Explorers, the newcomers to the New Land lay their head, clean up, and stow their items they don't care to carry about with them.
 
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.
 
 
'''The Mess Tent'''
 
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's small oven that it is said was a gift from a gnomish merchant. Verna's half-orc helper also guards the stores, the tent directly behind the Mess where the Camp's food is kept and carefully rationed out by Verna, herself.
 
 
'''Pelor's Light'''
 
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'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.
 
The temple tent, itself, is centered by the shrine of Pelor and the large, carved stone sun that is the center of Pelor's Shrine. But, surrounding the place in a circle are shrines ot other minor deities of travel, nature, and good fortune.
 
 
'''The Command'''
 
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's upper command ass well as a meeting place when a meeting is truly necessary outside of the Commissions Tent.
 
 
'''Provisioner'''
 
The company'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.
 
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 "profits" he makes that he doesn't use to buy artwork from travelers he gives to the Camp, itself to help it grow.
 
 
==Places Of Interest==
 
The New Land is an unexplored, vast continent full of places both beautiful and dangerous, some even terrifying.
 
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.
 
 
'''The Peaceful Isles'''
 
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.
 
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.
 
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.
 
 
'''The Island of the Witch'''
 
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 "She" needed to be left alone and none have gone back to the island since.
 
 
'''The Great Swamp'''
 
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.
 
Oddly enough, the Oborik attacked from this general direction and, apparently, made it through the swamps unscathed somehow.
 
 
'''The Lush Green'''
 
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.
 
 
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.
 
 
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.
 
 
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.
 
 
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.
 

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