Here, you can hide from the unkind word and sit around the campfire with your fellow outcasts. Lean closer, let me tell you some stories. Here's our pad!
What I expect from a Character:
Spoiler
Jerant is a fantasy world heavily inspired by DnD. Don't worry! You don't have to have played DnD to understand the world. Just know that fantasy races of all types are accepted and magic commonplace. The world is very medieval with a very small steampunk-esque section where magic results in strange technology. Said technology is rare and fickle, so the world at large doesn't use it.
However, there is also the main binding force of our team: every character has to have a character trait that makes them an outcast. It can be a sorcerer who's allergic to magic, a vampire who faints at the sight of blood, or whatever you want! The sillier the better, but it doesn't necessarily have to make your character powerless. It just has to affect them enough that most teams won't want them. (Don't worry, we'll still love them though.)
However, there is also the main binding force of our team: every character has to have a character trait that makes them an outcast. It can be a sorcerer who's allergic to magic, a vampire who faints at the sight of blood, or whatever you want! The sillier the better, but it doesn't necessarily have to make your character powerless. It just has to affect them enough that most teams won't want them. (Don't worry, we'll still love them though.)
The Towns of Jerant, our home:
Spoiler
- Hildirun: Jerant's capital and where the king resides. To compete in the Tournament of Mercenaries, you must come travel here to sign up. So, it's safe to assume this is where we'll be competing. The Saurclaws also reside here.
- Bedisa: An important trade city on the coast. Always has a high influx of foreign merchants and a harbor full of trade ships.
- Saffron: A standard desert town. Most people are silver miners in the Aziel Peaks. There are rumors of underground gambling rings, but so far no evidence has surfaced.
- Ladon: A picturesque farm town with just as many cows as people. Most grow important nutritional plants such as corn, wheat, and other starches. There are a few tobacco farmers and orchards as well, but those tend to be rare and family-operated.
- Medes: Another trading town along the Tear River. Medes is mostly a hub of local trade between Jerant towns. There are some notable swindlers, but they haven't caused too much trouble yet. They mostly exaggerate the price of things.
- Brock's Point: A small village mostly known by Jerantees as "religious nutcases." They don't welcome outsiders and depend on their own inner feudal system than the king.
- Kendry: The technological capital of Jerant. It's a city on a lake that used to have a name but is now just referred to as Kendry. While it's mostly known for its tech leaders, most of the people living there are quite normal. There are rumors, however, of secret experiments done on residents underwater.
- Ristofell: A snow town that's rumored to belong to King Venet himself. It's allegedly impossible to get into, due to the constant heavy snow in that area. Most who have tried have either gotten lost and ended up right back where they started or never returned.
Jerant's Landmarks:
Spoiler
- Dace: An unexplored island that was named after the only ship that attempted to explore it. A storm sank the ship before it arrived, so now the island is considered a bad omen.
- Aziel Peaks: The mountains that block off Saffron and Bedisa from the rest of the world, save for the Eye of Needle, which acts as a small passage. The mountains are rich with silver, and possibly other elements as well. However, they're home to many dangerous predators such as giant vampire bats and giant wolf spiders.
- Tear River: Pronounced t-ear by Northerners and teh-air by Southerners, the Tear River acts as an important connecting point between Hildirun, Landon, and Medes, three of the country's most prolific traders except for Bedisa. Merchants from Hildirun and Landon will use riverboats to travel quickly to Medes to avoid the wild grasslands and farmland in between.
- Vardar Forest: The thick forest separating Brock's Point from the rest of Jerant. Those who have attempted to explore it think that it's either haunted or controlled by a powerful, evil warlock. Everyone in the party knows for certain that Vardar Forests are controlled by Nemises, a powerful warlock none for massacring all of the men of several villages a hundred years ago.
- Frost Dragon Forest: No one has ever made it far enough through the snow to reach the forest, save for the residents of Ristofell. They claim it is an ordinary snowy forest with the occasional predator. No one believes them.
- Quillion Mountains: Once again, no one has made it to the mountains save for the residents of Ristofell. However, when it's late at night and the snow pauses in its constant onslaught, some can spot a building in the middle of the mountains with a good enough telescope. It's most likely ruins, but those from Ristofell refuse to talk about it.
What's up with the Saurclaws?
Spoiler
Call it luck, fate, or a cruel joke from the gods, every person on the team has a problem with one of the eight Saurclaw Brothers. As a famous bunch, they sure know how to make their way around and everyone knows about them.
Kane Saurclaw: The oldest brother and the self-appointed leader of the bunch. He's arrogant, mean, and unfairly talented. He's a knight for King Venet, so the man's practically untouchable.
Zaine Saurclaw: The "hopeless romantic" of the family. He hates fighting and couldn't explain the meaning of consent if you held a spear to his head. He's dramatic, showy, and somehow just as arrogant as Kane.
Rain Saurclaw: The family edgelord. He fell in with the culty religion of Brock's Point and has since then used the Saurclaw platform to spread his gospel, to his brothers' dismay.
Fane Saurclaw: A true wild card with no impulse control. He has a stealing problem and has sort of a mad genius vibe.
Bain Saurclaw: The brains of the family. Methodical, organized, and always making gadgets for his brothers to create ruin with. Would probably be a chill dude if not for his family if he was a little less uptight.
Lane Saurclaw: The real lady's man. He's pretty, suave, and the diplomat of the group. He's fluent in passive aggression and white lies. Once he's done with the mercenary thing, he'll probably become a politician.
Strain Saurclaw: The family's muscle. Loves hitting things and thinks he's super intelligent, but probably couldn't beat a pebble at an IQ test. Jacked, though.
Fred Saurclaw: The baby, runt, and outcast of the family. His voice is a mere squeak and his magic is more firecracker than a punch packer. Still, their mom makes Kane bring Fred with them, so here he is.
Kane Saurclaw: The oldest brother and the self-appointed leader of the bunch. He's arrogant, mean, and unfairly talented. He's a knight for King Venet, so the man's practically untouchable.
Zaine Saurclaw: The "hopeless romantic" of the family. He hates fighting and couldn't explain the meaning of consent if you held a spear to his head. He's dramatic, showy, and somehow just as arrogant as Kane.
Rain Saurclaw: The family edgelord. He fell in with the culty religion of Brock's Point and has since then used the Saurclaw platform to spread his gospel, to his brothers' dismay.
Fane Saurclaw: A true wild card with no impulse control. He has a stealing problem and has sort of a mad genius vibe.
Bain Saurclaw: The brains of the family. Methodical, organized, and always making gadgets for his brothers to create ruin with. Would probably be a chill dude if not for his family if he was a little less uptight.
Lane Saurclaw: The real lady's man. He's pretty, suave, and the diplomat of the group. He's fluent in passive aggression and white lies. Once he's done with the mercenary thing, he'll probably become a politician.
Strain Saurclaw: The family's muscle. Loves hitting things and thinks he's super intelligent, but probably couldn't beat a pebble at an IQ test. Jacked, though.
Fred Saurclaw: The baby, runt, and outcast of the family. His voice is a mere squeak and his magic is more firecracker than a punch packer. Still, their mom makes Kane bring Fred with them, so here he is.

