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Old 05-16-2019, 02:16 PM
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Bright Hope

The aptly-titled village of Bright Hope is a "village" only in the loosest sense of the word. Situated next to an underground river, Bright Hope is a collection of mud flats situated next to the river. All in, there are perhaps twenty residents in the village.

Surprisingly enough, although this isn't known by the residents of Bright Hope, it's positioning close to a source of clean water makes it one of the biggest and most prosperous villages in the underworld. Around the perimeter of this collection of mudflats, the residents have built a crude wooden palisade. This wooden palisade is manned around both sides the village by two people on each of the wooden gates, meaning that there are always four people on guard duty at all times.

Duties in the village are sorted by rotation. Whilst the aforementioned four are on guard duty, other tasks in the village include (but not limited to) the following:-
  • Scouting the underground passageways for creatures, bandits or other dangers
  • Foraging for food
  • Gathering water from the nearby stream
  • General village maintenance and upkeep
  • Trade and commerce

Any tasks that call for the worker to leave the village are always conducted in pairs due to the inherent dangers present in the underworld.
  • One thing that Bright Hope has that many other places do not is a genuine sense of community. The inhabitants care, and they generally look out for each other. There is a simple, but strict, code of conduct enforced by the village leader elect, one Aramis Gondarung, as follows:
  • Do not steal from your neighbour. Although food and water is available in the village for all, the act of stealing something valuable from another is not tolerated.
  • Do not harm or kill another resident of Bright Hope. This goes without saying -- the community fostered is a strong one, and looking out for each other the way they do has kept them alive where other settlements have fallen.
  • Do not indulge in any act that might, intentionally or not, indirectly cause harm to another resident. A catch-all rule that is invoked in situations where harm is caused but the above two restrictions have mot been breached.

Punishment is swift and severe. If the perpetrator of such an act is not a resident of the village, they are simply executed. Any residents of Bright Hope are instead exiled into the darkness, where they will likely meet a similar fate.
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Old 05-16-2019, 02:20 PM
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Trade and Commerce

There is no concept of money in the underworld. Here, trades are conducted for and using the following:
  • Food and Water
  • Weapons
  • Items of personal worth or value.

So what designates an item of value? That depends very much on the buyer. What one person finds valuable may be completely different from what someone else does. That dead rat you found in the mud and decided to hang on to (for whatever reason)? That might be just what someone else needs -> you never know. Remember the old proverb, one man's junk may be another man's treasure? That may well be the truth here. Go through all the odds and ends you have in your inventory, you never know what someone else might want to trade for.

Last edited by Tarus; 05-16-2019 at 02:21 PM.
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Old 05-16-2019, 02:22 PM
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Daily Life in Bright Hope

Life in Bright Hope is tough. There's no two ways about it. However, there is also no doubting the fact that compared to the fate of most in this tough, forsaken world, it is a million times better than what it could have been.

The inhabitants of Bright Hope are used to death. They are used to people they know and care about either vanishing without a trace, or turning up dead -> victims to either the many bandits that haunt the underground paths or the terrible, feral monsters that look to feast upon the living. Either way, as a result the people of Bright Hope have become hardened and somewhat emotionless. Knowing and seeing people you care about disappear or die has a habit of doing that. Knowing that each day that passes could lead to the death of another means that they are hesitant to form emotional attachments to each other. That said, each of the people of the village do look out for one another, and would not hesitate to die for each other if that is what needed.

Death is the one constant to these people.

The daily routine in Bright Hope is as follows:
  • Wake and first meal
  • Attend a village gathering. There, Aramis allocates the daily tasks amongst the inhabitants of the village.
  • See to your daily tasks - this could be one of any of the tasks listed in the Bright Hope thread.
  • If you survive the day, return home. Second meal.
  • Sleep

Rinse and repeat. There is no doubt that here it is a struggle for survival, and there is little room for joy, happiness or companionship amongst the people's of Bright Hope, but as stated earlier, they would not trade their lives for anyone else's.
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Old 05-16-2019, 02:24 PM
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A list of the most important people in Bright Hope. As a GM I would encourage you to design your own to add to these canon NPC's. I would also encourage you to add whatever detail you like to to the below -> these are only designed to be bare bones NPC's and I'm not so precious that I can't work with whatever changes that you would like to add.
  • Aramis Gondarung - Chieftain. Not as old as you might think, Aramis is a young man who isn't yet into his thirtieth name day. For one so young he holds a lot of responsibility as Bright Hope looks to him for guidance and leadership.
  • Balthamor Redhand - Blacksmith. One of the most important people in the village, Balthamor works the only forge in Bright Hope and is responsible for making sure the people of the village are well-armed for the horrors they face on a daily basis. A middle-aged human with a bald head, he certainly wears his age (and scars) as proudly as he can.
  • Sofia Halloran - Fisher. Courageous Sofia is one of the only villagers brave enough to travel the river around Bright Hope. With an old, yet steadfast boat, she is one of the most reliable sources of food for the village, making her near enough indispensable to the community. As a woman in her mid-twenties, she is still relatively youthful.
  • Edith Halloran - Fortune Teller. Sofia's mother is also quite famed in the village, yet rarely seen being quite seclusive. It is said that she possesses the ability to read people's futures, yet there are few who want to know their futures given the high mortality rate of the village.
  • Yan'ick - Scout. An elven hunter, yet in Bright Hope a person's race is of little consequence. His scouting skills are without question and he has certainly saved the residents of the village from more than one horrible end in the past with his abilities. Trusted beyond question by Aramis
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