Hey everyone. I'm DM-ing a Chult campaign and I wanted to start my players off at a smaller hamlet sized settlement instead of Port Nyanzaru to give it more of a Heart of Darkness kind of feel. I wanted to share it with you lot and maybe get some constructive criticism where needed?
Thank you for your time.
You hear the distant sounds of a land lost in time. Strange birds whose songs you've never heard before, beasts that have roamed Faerun millions of years ago and still do in this corner of the world. You have a sense of fear for the unknown but it is tempered by the idea of lost cities covered in gold, filled with treasure and magic items that could turn you into a lord or even a king. People and races you've met or perhaps fought back home are not the same here. Goblins are even more savage than their cousins back in Moonshae or Amn, worshipping skulls and using weapons made out of stones and bone. The local humans and dwarves do not dwell in cities or mountain strongholds but in hut villages and caves. In the lifting fog you see miles upon miles of steaming jungle, the humid air making it feel like you're breathing through a wet towel. You see flocks of large winged reptiles with leathery wings fly overhead, screeching at your arrival. The captain of the ship smirks as he sees your faces." What's the matter, never saw pterradons before?" The ship makes it way towards a wooden and stone stronghold near the shoreline, the only form of civilization seen for miles upon miles. Sanctuary in a green hell. A loud roar shakes you to your core as your head turns to another part of the shoreline...where a large monster the size of a house stares at you, an apex predator sizing up its prey. A Tyrannosaurus Rex. Its head follows the ship as it sails into the safety of the stronghold.
Welcome to Chult.
Helga's Holdfast. (Formerly Ishau)
Location: Refuge bay Eastern Chult. Settlement: Town. (Build on the foundation of a sunken village) Population; 1500. Mostly humans and dwarves, a few Tieflings. Defenses; Town guard (Lv4 fighters and wizards, human, dwarf and tiefling), wooden wall with spikes and a stone wall around the citadel. 50 members of the Flaming Fist. Symbol; A warhammer emblazoned with fire on a sail. (Each representing Icewind Dale, Baldur's Gate and Luskan factions) Leadership: The Triumvirate council.
Introduction: Helga's Holdfast is a outpost built on the foundation of a sunken Chultan village on Chult's eastern border. The expedition is a alliance of three trading companies hailing from Icewind Dale, Luskan and Baldur's Gate in an attempt to combat Amn's near monopoly on trade on Chult spices, gold, ore and exotic magic items. The town itself consists of two defensive rings, the outer wooden wall, which was constructed to accommodate the increasing population, while the stronger dwarf-built stone wall serves to protect the inner town and the Citadel. The Citadel is a refurbished Chultan temple which now acts as the home of the council, barracks of the Flaming Fist and Town guard, mage tower and a place of employment for adventurers.
Important people:
The Triumvirate council.
Harren Battlehammer (Party's patron and expedition leader, lv 7 Dwarf Fighter champion) represents the Icewind Dale part of the expedition. He's flanked by two large barbarian bodyguards called Left and Right. (lv 8 Barbarians). His personal goal is to find the lost city of Omu, the lost city of the nine trickster gods. The streets are said to be rife with gold, from the pavement to the statues to the buildings themselves. He's partly in it for the gold but mostly he wishes to honour his deceased sister, he was the one to give the outpost it's name. He has sporadic contact with his family back home and his brother-in-law in Moonshae but can offer little assistance since he has his own swath of problems ranging from goblin tribes to undead to dinosaurs. Rumours say he and the Tea Merchant are lovers, claims he neither confirms or denies. He frequently exclaims he 'spares no expense'. He will often give quests to the party to find clues to the Forgotten City or to maintain relations with the local peoples.
Blaze (Major) Izma of Baldur's Gate, leader of the Flaming Fist Mercenary group and representative of the human forces in Helga's Holdfast (lv 10 Human Fighter champion). Hates the undead and attempts to flush them out of Chult. She was sent to Helga’s Holdfast as punishment for an operation that went wrong back in Baldur’s Gate. Like all members of the Flaming Fist, she hates the undead with a passion and frequently leads raids against known nests. However her zealotry might get the better hand of her and often her requests for additional reinforcements from Baldur's Gate or the larger outpost Fort Beluarian go ignored. For bringing in evidence of slain undead, Izma will give the party either gold or magic items depending on the kill. She is also authorised those who she deems worthy to become part of the Flaming Fist, which is an great honour.
Teclan the Halfelven, Half elf Wizard (Lv 10 Halfleven Red Wizard Invoker) representative of Luskan interests. Former apprentice to Syndra Silvane, the most famous Archmage known back home in Baldur's Gate. A retired adventurer who has come to Helga's Holdout for some mysterious reason... He studies the strange arcana found in Chult for the Arcane Brotherhood back home in Luskan. Naturally curious, the players can come to him to identify magic items (for a fee). He will instruct the party to bring back any relics they can find in exchange for magic items or gold.
Other important people in Helga's Holdfast.
Togo Chubb, halfling innkeeper, runs the civilian portion of the settlement (lv 3 Halfling rogue). Will offer a discount on the Black Market if you do jobs for him. A clever halfling who worked himself up from a mere colonist to the head of the civilian portion of the settlement. On the outside he pretends to be a kindly barkeep of sorts but it is clear he has plans upon plans in his head. The council knows of his less than reputable activities but he is considered a needed evil. He will offer the players jobs on the side that may or may not be strictly legal back home. Shikaka, Tabaxi Harbourmaster (Lv 3 human civilian). A local woman of the white bat tribe who managed to work her way up the ladder and became harbourmaster of the docks. She is responsible for the import of food and resources abroad to the export of ore, gold and other valuable goods. Despite her best efforts, some of the goods always tend to go missing. Perhaps if some adventurers were to investigate...
Camelia, the Tea Merchant, a 'simple' human Tea Merchant who is close to Harren, has a bit of sway in Helga's Holdfast in an unofficial capacity. Camelia holds herself more akin to a queen than just a normal tea merchant. Her tea is universally liked, some say it tastes like pure magic. It is very popular and is in high demand across the more civilised portions of Chult. Despite not looking like a native she is well versed in every language in Chult and has a contact in Port Nyanzaru who could offer the party a ship and crew...for a steep price. Most of the local tribes of Chultan dwarves, Arrakoa and Tabaxi (humans) know of her and claim her tea is as nourishing as the blood of their departed gods. She owns a triceratops called "Greenfields", a gift from the Gorgon Atalan.
Atalan the Gorgon and Hippomen of Akros: Atalan (lv 10 Medusa ranger) and Hippomen (lv 10 human barbarian) are planeswalkers, strangers from another world who were exiled from their native realm of Theros by their gods, Heliod the sun god most of all. The lovers arrived in Chult a few years ago where they did not just survive the jungle but thrived. When the expedition settled Ishau, they assisted in its settlement. In exchange both were given respectable positions. Hippomen is head of the guide’s guild, due to him knowling the way of the land, and Atalan the dinosaur whisperer/wrangler due to her reptillian insight. The party hires their guides from the man of Akros, men and women he swears on his spear are the best in their fields. From the Gorgon the party can rent or purchase dinosaurs for their journeys.
Landmarks
Helga's statue: A statue of a dwarven warrior woman holding up a warhammer, coated green/red/white with bells that ring in the wind. There is a plague saying "To Helga Battlehammer, the fiercest and bravest daughter, sister, wife and mother ever to have walked Icewind Dale and Beyond. We got there in the end sister."
The Citadel: The keep where all leadership reside and the barracks. There is a tower where Teclan does his magical services. There is a board outside where adventurers can apply for quests.
Marketplace, the Grand bazaar; Where you can buy your gear, equipment, healing potions enctr.
The Red Raptor: The Inn/Brothel of Helga's Holdfast, run by Togo Chubb. 5 gold pieces a night for a room per person, 15 for 'company' regardless of duration. This is where most adventurers in Helga's Holdfast stay.
The Fat Shark: The pub of Helga's Holdfast where you can hire guides for more extensive jungle expeditions.
Docks: A few warehouses and places for ships to arrive from mainland Faerun or the other outposts in Chult. There is also a Black market for more 'exotic' items. Harbourmaster Shikaka oversees the arrival and departure of every ship after a lengthy inspection from these docks.
The Dinosaur Ring: A massive ring in the ground towards the outer edges of the settlement where Atalan rears the dinosaurs. It is here you can hire dinosaurs for beasts of burden, mounts or as hounds.
Events:
Similar to Port Nyanzanru, there are monthly Dinosaur races. Lots of money is to be gained either by betting OR partaking.
Routes to other settlements:
Fort Beluarian, 1 month, two weeks by foot with a guide.
Port Nyanzaru, 1 month with a guide.
Windy Peak, Aarakocta village. Day's travel. In exchange for Camelia's tea, the locals provide Helga's Holdfast with fish. It is led by the Alcedinidea the Broken Beak, the elder of Cliff's Edge. Currently taking in Chultan, Dwarven refugees and even a Batiri tribe who are running from the increasive undead tides attacking the villages further inland.
Damulir, Chultan Dwarf mine/settlement, Day's travel. In exchange for foodstuffs and Camelia's tea, the Albino dwarves trade ore to the outpost and often create exotic variations of dwarven weaponry.
NPC's for hire: Guides: Musharib the Chultan Dwarf, Nature domain cleric of Thard Harr. Qawasha and Kupalu, human druid of the Emerald Circle and vegepygmy. Azaka Stormfang, Chultan human fighter. All work for 5 gold a day or 150 up front for a month. Depending on personal quests they will lower the price or become permanent DMPC's.
Dinosaur services: Atalan offers dinosaurs for either hire or sale. Triceratops and Ankylosaurus are good beasts of burden, suited for pulling carts or caravans. Velociraptors make good scouts or mounts for the smaller races (Halflings, gnomes, goblins…). The Diplodocus serves as a large mount which can house the whole party and comes with a wooden defensive platform to use ranged attacks from. The Tyranosaurus, Hadrosaurus and Parasaurolophus are not meant for sale and are in fact animals meant for racing. Players may be able to ride them during the monthly dinosaur race in Helga’s Holdfast.
Allies of Helga's Holdfast.
Chief M'Boko: A Chultan chieftain who represents the united tribes of refugees who fled to the 'safer' coasts of Chult. Born in the now lost city of Mezro, M'Boko was highly suspicious of Outsiders, even claiming they are responsible for Mezro's fall. He was the sole survivor of his tribe but was taken in by a friendly tribe. There he worked his way up to Chieftain. A brave and wise warrior who has earnt the respect of his peers and enemies. He has befriended two members of the Expedition and were it not for them, he'd have taken his chances in the distant Kir Sabal rather than settle near the Holdfast.
Princess Aryliah: A sea elven princess of the kingdom beneath the waves near Ishau. She and her escort were captured by the Lich Lord Dengebar's fishmen who sacrificed them to their dark god to help cure their Aldani allies from their curse. Freed by a group of adventurers, Aryliah and her people owe them and the Holdfast a debt of gratitude.
I love it. It seems very in style with chult, and the settlement is a very frontier - outlander type place. Just make sure that you put enough detail into the buildings in the town, as it would be awful if you haven't and the players expect lots of detail. And for dinosaurs, don't make them all tame and docile. Give some characteristics, like the barbarians is grumpy while the rogue's is impossible to ride, and the wizard has a friendly yet annoying one. And you could have them occasionally break free and attack.. but I love the idea. Well done mate.
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'The Cleverness of mushrooms always surprises me!' - Ivern Bramblefoot.
The local humans and dwarves do not dwell in cities or mountain strongholds but in hut villages and caves, having regressed back to an earlier stage in their evolutionary cycle...or they never grew out of it.
I have some constructive criticism to offer...this line is profoundly, indisputably, racist and you should consider replacing it.
I think that although I agree with you, it isn't meant to be racist in any way. Simply describing the people in a fantasy world. But yes, changing that would be for the better.
Rollback Post to RevisionRollBack
'The Cleverness of mushrooms always surprises me!' - Ivern Bramblefoot.
The local humans and dwarves do not dwell in cities or mountain strongholds but in hut villages and caves, having regressed back to an earlier stage in their evolutionary cycle...or they never grew out of it.
I have some constructive criticism to offer...this line is profoundly, indisputably, racist and you should consider replacing it.
Thanks for that, man! Didn't realize how bad it was until you pointed it out! Appreciate it :)
I love it. It seems very in style with chult, and the settlement is a very frontier - outlander type place. Just make sure that you put enough detail into the buildings in the town, as it would be awful if you haven't and the players expect lots of detail. And for dinosaurs, don't make them all tame and docile. Give some characteristics, like the barbarians is grumpy while the rogue's is impossible to ride, and the wizard has a friendly yet annoying one. And you could have them occasionally break free and attack.. but I love the idea. Well done mate.
Thanks buddy! I'll try to give more descriptions of the buildings. Give the dinos more personality as well!
Rollback Post to RevisionRollBack
Hadgar Greystone, Lv 10 Duergar Death Cleric. Call of Cantraxis campaign, Moonshae.
DM: Imperia Regnum Ancient Rome Theros Homebrew.
Gri'im the Red, LV 7 Orc Druid Rime of the Frost Maiden Campaign.
Nice. What is the main quest? Or is it more stay alive and have lots of small quests?
The first quest is a prologue of sorts and then it ties to Tomb of Annihilation but with a few twists and turns from the source book. Such as Arcerak is not the only Lich Lord around Chult and Mezro's influence is still felt for the good guys. The rival Lich Lord is interesting since he could be an ally for the party but we'll see how they'll react to him...
Since the curse of Lake Kuapo has severely diminished the food source for the outpost, Helga's Holdfast is forced to severely ration their food stocks. As such the 1 gold for 1 ration has increased to 15.
The natives of Chult united under Chief M'Boko have set up a tent camp outside the wooden walls of the Holdfast. There has been some tension between both sides, the colonists claiming the natives are stealing their food while the natives claim they know nothing on how to treat the land properly so it can feed them. There have not been any casualties. Yet...
Harren (along with his bodyguards) and Lady Camelia have left the Holdfast and are headed to Port Nyanzaru to negotiate for more food. They will be gone for a few days. Until then the leadership falls to Teclan and Izma.
The monthly dinosaur race was a huge success! Even now both native and colonist cheer for the new dinosaur queen of Chultan racing! (Player won both four legged and two legged dinosaur races in a row)
A strange tree has started growing in the middle of the bazaar. Native shaman and Colonial mages are stumped over this strange discovery. So far only the Dragonborn sorcerer has figured out that this has to do with the Feywild. (Player sneakily planted a magic Feywild seed when everyone else was shopping)
As of last session.
The strange tree has sprouted even more trees around the Holdfast...and from them come a small horde of Satyr and Nymphs led by a powerful Fey called "Frey", a servant of Titania. The Queen of the Summer Court of the Feywild. She claims a "kind soul" planted a magic seed into the Chultan soil which allowed a gateway to be opened between Helga's Holdfast and the Feywild. As a peace offering, all of the trees have grown large, juicy apples which should help with the food rationing. A short stand-off ensued between the colonists and natives with the Feywild travellers, the timely intervention of the Expedition has stalled hostilities...for now. Both colonists and natives are now seen eating the new fruit and "engaging in friendly terms" with the newcomers.
Just a reminder and something to be constructive. This is a peninsula subcontinent that is dominated by people of color. Subgroup of humans that have in older Editions been portrayed very racistly from a colonial viewpoint. I would make doubly sure that you are being very careful with the image you're trying to portray. There's a reason that the two largest settlements on Chult are both large cities with reasonable technology even though one has disappeared to another plane at the moment. Wizards was very much trying to avoid portraying them as "savage" or "Tribal" (and MOSTLY succeeding. Just be very sure you're not perpetuating very racist stereotypes from old Hollywood
Just a reminder and something to be constructive. This is a peninsula subcontinent that is dominated by people of color. Subgroup of humans that have an older Editions been portrayed very racistly from a colonial viewpoint. I would make doubly sure that you are being very careful with the image you're trying to portray. There's a reason that the two largest settlements on Chult are both large cities with reasonable technology even though one has disappeared to another plane at the moment. Wizards was very much trying to avoid portraying them as "savage" or "Tribal" (and MOSTLY succeeding. Just be very sure you're not perpetuating very racist stereotypes from old Hollywood
I've kept that in mind when I created this settlement and the natives nearby. Thank you for the heads up though, I heard and read how Wizards have changed some words because of it's negative connotations with past views. Thankfully my players mostly side with the natives and three of them have joined their party. Very racially diverse as well!
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Hadgar Greystone, Lv 10 Duergar Death Cleric. Call of Cantraxis campaign, Moonshae.
DM: Imperia Regnum Ancient Rome Theros Homebrew.
Gri'im the Red, LV 7 Orc Druid Rime of the Frost Maiden Campaign.
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Hey everyone. I'm DM-ing a Chult campaign and I wanted to start my players off at a smaller hamlet sized settlement instead of Port Nyanzaru to give it more of a Heart of Darkness kind of feel.
I wanted to share it with you lot and maybe get some constructive criticism where needed?
Thank you for your time.
In the lifting fog you see miles upon miles of steaming jungle, the humid air making it feel like you're breathing through a wet towel. You see flocks of large winged reptiles with leathery wings fly overhead, screeching at your arrival.
The captain of the ship smirks as he sees your faces." What's the matter, never saw pterradons before?"
The ship makes it way towards a wooden and stone stronghold near the shoreline, the only form of civilization seen for miles upon miles. Sanctuary in a green hell.
A loud roar shakes you to your core as your head turns to another part of the shoreline...where a large monster the size of a house stares at you, an apex predator sizing up its prey. A Tyrannosaurus Rex. Its head follows the ship as it sails into the safety of the stronghold.
Welcome to Chult.
Eastern Chult.
Settlement: Town. (Build on the foundation of a sunken village)
Population; 1500. Mostly humans and dwarves, a few Tieflings.
Defenses; Town guard (Lv4 fighters and wizards, human, dwarf and tiefling), wooden wall with spikes and a stone wall around the citadel. 50 members of the Flaming Fist.
Symbol; A warhammer emblazoned with fire on a sail. (Each representing Icewind Dale, Baldur's Gate and Luskan factions)
Leadership: The Triumvirate council.
Introduction: Helga's Holdfast is a outpost built on the foundation of a sunken Chultan village on Chult's eastern border. The expedition is a alliance of three trading companies hailing from Icewind Dale, Luskan and Baldur's Gate in an attempt to combat Amn's near monopoly on trade on Chult spices, gold, ore and exotic magic items. The town itself consists of two defensive rings, the outer wooden wall, which was constructed to accommodate the increasing population, while the stronger dwarf-built stone wall serves to protect the inner town and the Citadel. The Citadel is a refurbished Chultan temple which now acts as the home of the council, barracks of the Flaming Fist and Town guard, mage tower and a place of employment for adventurers.
The Triumvirate council.
Harren Battlehammer (Party's patron and expedition leader, lv 7 Dwarf Fighter champion) represents the Icewind Dale part of the expedition. He's flanked by two large barbarian bodyguards called Left and Right. (lv 8 Barbarians). His personal goal is to find the lost city of Omu, the lost city of the nine trickster gods. The streets are said to be rife with gold, from the pavement to the statues to the buildings themselves. He's partly in it for the gold but mostly he wishes to honour his deceased sister, he was the one to give the outpost it's name. He has sporadic contact with his family back home and his brother-in-law in Moonshae but can offer little assistance since he has his own swath of problems ranging from goblin tribes to undead to dinosaurs. Rumours say he and the Tea Merchant are lovers, claims he neither confirms or denies. He frequently exclaims he 'spares no expense'. He will often give quests to the party to find clues to the Forgotten City or to maintain relations with the local peoples.
He studies the strange arcana found in Chult for the Arcane Brotherhood back home in Luskan. Naturally curious, the players can come to him to identify magic items (for a fee). He will instruct the party to bring back any relics they can find in exchange for magic items or gold.
Shikaka, Tabaxi Harbourmaster (Lv 3 human civilian). A local woman of the white bat tribe who managed to work her way up the ladder and became harbourmaster of the docks. She is responsible for the import of food and resources abroad to the export of ore, gold and other valuable goods. Despite her best efforts, some of the goods always tend to go missing. Perhaps if some adventurers were to investigate...
Camelia, the Tea Merchant, a 'simple' human Tea Merchant who is close to Harren, has a bit of sway in Helga's Holdfast in an unofficial capacity. Camelia holds herself more akin to a queen than just a normal tea merchant. Her tea is universally liked, some say it tastes like pure magic. It is very popular and is in high demand across the more civilised portions of Chult.
Despite not looking like a native she is well versed in every language in Chult and has a contact in Port Nyanzaru who could offer the party a ship and crew...for a steep price. Most of the local tribes of Chultan dwarves, Arrakoa and Tabaxi (humans) know of her and claim her tea is as nourishing as the blood of their departed gods. She owns a triceratops called "Greenfields", a gift from the Gorgon Atalan.
The party hires their guides from the man of Akros, men and women he swears on his spear are the best in their fields. From the Gorgon the party can rent or purchase dinosaurs for their journeys.
Landmarks
The Citadel: The keep where all leadership reside and the barracks. There is a tower where Teclan does his magical services. There is a board outside where adventurers can apply for quests.
Marketplace, the Grand bazaar; Where you can buy your gear, equipment, healing potions enctr.
The Red Raptor: The Inn/Brothel of Helga's Holdfast, run by Togo Chubb. 5 gold pieces a night for a room per person, 15 for 'company' regardless of duration. This is where most adventurers in Helga's Holdfast stay.
The Fat Shark: The pub of Helga's Holdfast where you can hire guides for more extensive jungle expeditions.
Docks: A few warehouses and places for ships to arrive from mainland Faerun or the other outposts in Chult. There is also a Black market for more 'exotic' items. Harbourmaster Shikaka oversees the arrival and departure of every ship after a lengthy inspection from these docks.
The Dinosaur Ring: A massive ring in the ground towards the outer edges of the settlement where Atalan rears the dinosaurs. It is here you can hire dinosaurs for beasts of burden, mounts or as hounds.
Events:
Routes to other settlements:
Port Nyanzaru, 1 month with a guide.
Windy Peak, Aarakocta village. Day's travel. In exchange for Camelia's tea, the locals provide Helga's Holdfast with fish. It is led by the Alcedinidea the Broken Beak, the elder of Cliff's Edge. Currently taking in Chultan, Dwarven refugees and even a Batiri tribe who are running from the increasive undead tides attacking the villages further inland.
Damulir, Chultan Dwarf mine/settlement, Day's travel. In exchange for foodstuffs and Camelia's tea, the Albino dwarves trade ore to the outpost and often create exotic variations of dwarven weaponry.
Azaka Stormfang, Chultan human fighter.
All work for 5 gold a day or 150 up front for a month. Depending on personal quests they will lower the price or become permanent DMPC's.
The Tyranosaurus, Hadrosaurus and Parasaurolophus are not meant for sale and are in fact animals meant for racing. Players may be able to ride them during the monthly dinosaur race in Helga’s Holdfast.
Chief M'Boko: A Chultan chieftain who represents the united tribes of refugees who fled to the 'safer' coasts of Chult. Born in the now lost city of Mezro, M'Boko was highly suspicious of Outsiders, even claiming they are responsible for Mezro's fall. He was the sole survivor of his tribe but was taken in by a friendly tribe. There he worked his way up to Chieftain. A brave and wise warrior who has earnt the respect of his peers and enemies.
He has befriended two members of the Expedition and were it not for them, he'd have taken his chances in the distant Kir Sabal rather than settle near the Holdfast.
Princess Aryliah: A sea elven princess of the kingdom beneath the waves near Ishau. She and her escort were captured by the Lich Lord Dengebar's fishmen who sacrificed them to their dark god to help cure their Aldani allies from their curse. Freed by a group of adventurers, Aryliah and her people owe them and the Holdfast a debt of gratitude.
Hadgar Greystone, Lv 10 Duergar Death Cleric.
Call of Cantraxis campaign, Moonshae.
DM: Imperia Regnum
Ancient Rome Theros Homebrew.
Gri'im the Red, LV 7 Orc Druid
Rime of the Frost Maiden Campaign.
I love it. It seems very in style with chult, and the settlement is a very frontier - outlander type place. Just make sure that you put enough detail into the buildings in the town, as it would be awful if you haven't and the players expect lots of detail. And for dinosaurs, don't make them all tame and docile. Give some characteristics, like the barbarians is grumpy while the rogue's is impossible to ride, and the wizard has a friendly yet annoying one. And you could have them occasionally break free and attack.. but I love the idea. Well done mate.
'The Cleverness of mushrooms always surprises me!' - Ivern Bramblefoot.
I'll worldbuild for your DnD games!
Just a D&D enjoyer, check out my fiverr page if you need any worldbuilding done for ya!
The local humans and dwarves do not dwell in cities or mountain strongholds but in hut villages and caves, having regressed back to an earlier stage in their evolutionary cycle...or they never grew out of it.
I have some constructive criticism to offer...this line is profoundly, indisputably, racist and you should consider replacing it.
I think that although I agree with you, it isn't meant to be racist in any way. Simply describing the people in a fantasy world. But yes, changing that would be for the better.
'The Cleverness of mushrooms always surprises me!' - Ivern Bramblefoot.
I'll worldbuild for your DnD games!
Just a D&D enjoyer, check out my fiverr page if you need any worldbuilding done for ya!
Thanks for that, man! Didn't realize how bad it was until you pointed it out! Appreciate it :)
Thanks buddy! I'll try to give more descriptions of the buildings. Give the dinos more personality as well!
Hadgar Greystone, Lv 10 Duergar Death Cleric.
Call of Cantraxis campaign, Moonshae.
DM: Imperia Regnum
Ancient Rome Theros Homebrew.
Gri'im the Red, LV 7 Orc Druid
Rime of the Frost Maiden Campaign.
Nice. What is the main quest? Or is it more stay alive and have lots of small quests?
'The Cleverness of mushrooms always surprises me!' - Ivern Bramblefoot.
I'll worldbuild for your DnD games!
Just a D&D enjoyer, check out my fiverr page if you need any worldbuilding done for ya!
You could have the Red Raptor become a franchise of restaurants. Red Raptor Yum!
The first quest is a prologue of sorts and then it ties to Tomb of Annihilation but with a few twists and turns from the source book. Such as Arcerak is not the only Lich Lord around Chult and Mezro's influence is still felt for the good guys. The rival Lich Lord is interesting since he could be an ally for the party but we'll see how they'll react to him...
Sounds good!
Maybe when my party goes to Port Nyanzaru they see another Red Raptor! Maybe get a discount on food and wenches ;)
Hadgar Greystone, Lv 10 Duergar Death Cleric.
Call of Cantraxis campaign, Moonshae.
DM: Imperia Regnum
Ancient Rome Theros Homebrew.
Gri'im the Red, LV 7 Orc Druid
Rime of the Frost Maiden Campaign.
Sounds good.
'The Cleverness of mushrooms always surprises me!' - Ivern Bramblefoot.
I'll worldbuild for your DnD games!
Just a D&D enjoyer, check out my fiverr page if you need any worldbuilding done for ya!
Updates!
The strange tree has sprouted even more trees around the Holdfast...and from them come a small horde of Satyr and Nymphs led by a powerful Fey called "Frey", a servant of Titania. The Queen of the Summer Court of the Feywild. She claims a "kind soul" planted a magic seed into the Chultan soil which allowed a gateway to be opened between Helga's Holdfast and the Feywild. As a peace offering, all of the trees have grown large, juicy apples which should help with the food rationing.
A short stand-off ensued between the colonists and natives with the Feywild travellers, the timely intervention of the Expedition has stalled hostilities...for now.
Both colonists and natives are now seen eating the new fruit and "engaging in friendly terms" with the newcomers.
Hadgar Greystone, Lv 10 Duergar Death Cleric.
Call of Cantraxis campaign, Moonshae.
DM: Imperia Regnum
Ancient Rome Theros Homebrew.
Gri'im the Red, LV 7 Orc Druid
Rime of the Frost Maiden Campaign.
Sounds good.
'The Cleverness of mushrooms always surprises me!' - Ivern Bramblefoot.
I'll worldbuild for your DnD games!
Just a D&D enjoyer, check out my fiverr page if you need any worldbuilding done for ya!
Just a reminder and something to be constructive. This is a peninsula subcontinent that is dominated by people of color. Subgroup of humans that have in older Editions been portrayed very racistly from a colonial viewpoint. I would make doubly sure that you are being very careful with the image you're trying to portray. There's a reason that the two largest settlements on Chult are both large cities with reasonable technology even though one has disappeared to another plane at the moment. Wizards was very much trying to avoid portraying them as "savage" or "Tribal" (and MOSTLY succeeding. Just be very sure you're not perpetuating very racist stereotypes from old Hollywood
I've kept that in mind when I created this settlement and the natives nearby. Thank you for the heads up though, I heard and read how Wizards have changed some words because of it's negative connotations with past views.
Thankfully my players mostly side with the natives and three of them have joined their party. Very racially diverse as well!
Hadgar Greystone, Lv 10 Duergar Death Cleric.
Call of Cantraxis campaign, Moonshae.
DM: Imperia Regnum
Ancient Rome Theros Homebrew.
Gri'im the Red, LV 7 Orc Druid
Rime of the Frost Maiden Campaign.