The Red Dragon Inn - home of the Audalis campaign setting.  Online D&D gaming, art, poerty, stories, advice, chat, and more

Support the Inn! If you are doing holiday shopping online, please use this affiliate link for Amazon.
You pay the exact same prices, but the Inn earns a small referral fee. Thanks!

We currently have 4025 registered users. Our newest member is JessieErickson.
Online members:
Username Password Remember me
Not a member? Join today! | Forgot your password?
Latest Updated Forum Topics  [more...]
Dungeons and Dragons - The Trilogy War (posted by Odyson)The Trilogy War
Q&A Threads - Mutants and Masterminds San Francisco Q&A (posted by Reralae)MMSF Q&A
Common Room - The Pet Dragon Inn (posted by Eol Fefalas)Pets!
Recruitment Threads - Mutant and Masterminds 2nd Edition Game interest check (posted by Eol Fefalas)MandM 2nd Ed Game
Q&A Threads - Flesh & Blood - A CyberPunk Game (posted by Bromern Sal)Flesh & Blood Q&A
Latest Blog Entries
Revenge of the Drunken Dice
Latest Webcomics
Loaded Dice #80: Priorities
RPG MB #15: Master of the Blade
Floyd Hobart #19: High School Reunion IV
There are currently 0 users logged into DragonChat.
Is the site menu broken for you? Click here for the fix!

You are here: Home --> Forum Home --> General Forum --> Q&A Threads --> DEATHLANDS Q&A [LOCKED]
Related thread: DEATHLANDS: Pilgrimage to Hell
Jump to:    1 2 3 4 [Next] [Last Page]
    Messages in DEATHLANDS Q&A [LOCKED]
RDI T-shirts!

Knights: Not Only for Breakfast
Price: $19.00

RDI T-shirts!

Proof of Daddy's Charisma Onesie
Price: $15.50

Trilogy Master
RDI Staff
Karma: 178/118
6481 Posts


General: Nearly every section of the globe has suffered seismic damage caused from the war. Not a single section of the globe was untouched. Highways, ruins, even the mountains themselves show evidence of the earth movements. Entire coastal sections slipped into the oceans. Islands were created where there were none. Rivers changed course. Lakes dried up and new lakes were born. Entire mountains disappeared while new mountains were born elsewhere.

So many nukes exploded over the continent that huge areas have become uninhabitable for possibly thousands of years do to so much hard radiation. Some area's of the globe may never be habitable again due to 'Dirty' bombs which saturated the area with hard radiation. This of course spawned the mutants that roam the land. Due to the sheer amount of radiation, most people carry miniature rad counters which alert them to potential hot spots, which anyone with any sense would studiously avoid as much as possible. Radiation sickness is still a major killer in the Deathlands, as well as Radiation induced Cancer which claims lives at a horrendous rate.

The fact that so many weapons landed caused a great deal of damage to the planets tectonic plates. The result were earthquakes. Some so massive they wiped out entire mountain ranges, caused most of California to slip into the ocean, and quakes to occur in places that never had quakes before. Everyone in the Deathlands have encountered quakes at least several times in their lives. It is nearly a daily occurrence in some parts of the world.

Rumors abound about Russian soldiers invading parts of the US through Canada and elsewhere after the initial exchange.


Alaska and Eastern Siberia: Massive earthquake and volcanic activity inundate Anchorage, the Kamchatka and Alaskan Peninsulas and the Aleutian islands. Chemical weapons severely damage the entire region. The entire area is permanently locked in a deep freeze, with temperatures rarely rising above freezing, even during the summer months. Very few people live here, as the conditions are far too harsh. Those that do have to contend with huge mutant Polar bears and extreme snow storms and blizzards.

The West: The coastline was completely sculpted by the soviet 'earthshaker' bombs. Volcanoes along the Cascades triggered by ICBMs Land subsidence creates sizzling lagoons, fjords. Salt lake city is now beneath the waters of a lake. Los Angles and many of the other coastal cities disappeared beneath the waves of the Pacific, or became island chains. Seattle, even though it was hit during the war, eventually grew to become one of the biggest trading centers in the Deathlands, where many people who call themselves traders would stop by to ply their trade.

The Midwest: The scoured terrain, usually devoid of vegetation. Can get incredibly hot. Often the sky burns. Clouds a mile thick with radioactive junk. A huge section of Minnesota became a tropical jungle, inhabited by all manner of mutant insects and tropical plants. In many places the Mississippi River has changed course, wiping out entire towns and changing the shape of the land forever.

The Southwest: Even with the massive destruction wrought by the final war, area's such as Nevada, Arizona and New Mexico survived relatively unchanged as they have for thousands of years. The other areas such as Texas, were heavily affected. Originally, the were hot and dry. Quite often new rivers were being created as the storms changed the terrain. Acid storms and boiling winds would blow in from the Gulf, killing anyone unprotected. The swamps and bayous of Louisiana became toxic cesspools of mutant gators and humanoids. Many of the cities in this area were hit by neutron weapons, killing the people, but leaving the cities relatively intact.

The Arizona and Colorado Plateau: This section of the states was hit devastatingly hard during the war, but the nuking had mixed blessings. During the build-up of the cold war in the late nineties, the government sunk uncounted billions of dollars into hidden redoubts and missile bases along this area. Thus when the war broke out it was blanketed by the soviets. Neutron bombs were used mainly on the population centers, and the nukes that did fall were of low fissionable material, meaning that there are few dangerous hot spots in the area. Nearly all life was wiped out in this section, but as with everything, life slowly returned.

The East Coast and Florida: New York is an overgrown ruined city filled with mutants and gangs trying to survive. The east coast was hit and hit hard during the war. Entire sections of the coast ceased to exist, or were so heavily bombarded they will be radioactive for hundreds, if not thousands of years. The Southeast was hit hard by chemical weapons launched from submarines. It's now filled with night dark toxic swamps, filled with all manner of mutated life. Huge lakes of acid are known to exist around the ruins of New Orleans.

Washington DC: This is where it all began on January 20, 2001. The first nukes went off here, triggering the Skydark. The city was decimated, hit so hard and so many times that all that is left is a ten mile wide, incredibly radioactive crater. Many of the suburbs survived the attack, and, as it is with all major cities, life slowly returned to the suburbs. The ruins near the crater are avoided as they house incredibly mutated and deadly life forms. On the outskirts of the city a volcano erupted and created a mountain that is now nearly five thousand feet in height and miles across at it's base.


The 'True' Deathlands
Throughout the Deathlands are areas that are totally alien to anything we consider normal. What caused these areas remains pure speculation. It could have been a combination of chemical and biological weapons, the destruction of industrial areas filled with chemical plants, and so forth.

These areas are for the most part devoid of life. However, the life that does exist in these areas are usually so mutated as to be nearly alien in nature. A prime example is the land surrounding the ruined ville of Lonesome Gulch. The life they encountered there was unlike anything any of the creatures they have seen before, such as reptilian flying alligators, rat fish and the like.

The area appeared to be permanently shrouded in a thick fog, no matter the time of day the sun would never been seen. Even with the mist, the water found was totally un digestible, as it filled with chemical taints. A river encountered was not water, but more like a thick, scummy oil.

The plants encountered were sickly white, covered in yellow veins. One common effect of the environment is the disintegration of the surrounding area, usually in the form of unstable ground. Earthquakes are also quite common. Could it be from the acid content in the mist? Who knows.


The Weather
Since the last days of nuclear winter which ended around five years after the last nuke detonated, the weather patterns across the united states, as well as across the entire globe have change radically, as well as permanently.

The clouds high overhead are no longer fluffy white or gray. They are various colors, leaning mainly towards the reds and oranges, but yellow, and green are not unheard of.

Storms appear suddenly and usually with very little warning. It could be a beautiful sunny day one moment, and within half an hour it could be snowing, raining, or hailing. The severity of the storms can be unimaginable! Hail stones the size of baseballs, if not larger. Down pours so heavy an unprotected man could drown standing up. Winds blowing at such speeds as to topple the tallest, strongest trees. In the first few years so many chemicals and ash were in the atmosphere that the rain would often be so highly acidic that it could strip a man to the bare bones in a matter of minutes. As the generations passed, these storms came less and less often and are now quite rare. These acid rain storms are still quite common around the gulf of Mexico.

In low lying area's these storms can be deadly in another manner. They can cause massive flash floods.

One common factor is that there is usually at least one severe storm every couple of days. As mentioned above, in the northern parts of Canada, as well as Alaska and the territories the land is gripped in a permanent winter. The ice age has returned to the north with a vengeance.


General Data
It is not uncommon to see shooting stars on a clear night, or even during the daytime. The near orbit surrounding earth is filled with all manner of space junk left over from the war. The boosters from ICBMs, space based weapon platforms, space stations, satellites. As the orbits of these various pieces of technology decay, they re-enter the atmosphere and burn up spectacularly. As the years progressed, these events became less and less common.

Many of these pieces of high tech meteorites caused even more damage as they re entered the atmosphere and crashed to the earth. Some contained nuclear power plants that ruptured and spread radiation over the land where they landed, while others, carrying nuclear weapons, detonated upon impact, decimating an already suffering population.


The People
It may be hard to believe but the people who live in the Deathlands are not all cold blooded killers waiting to take a life at the drop of a hat. They are for the most part, hard working honest folks who just want to be left alone to live and make a living for themselves. However, due to the nature of the land itself, mutants, the weather, and other two legged predators, people have become very untrusting. This is purely a survival mechanism. The people have to be wary of any stranger, or 'Outlander' encountered because those met may want to kill you for your weapons, food, clothing, shelter, women, or any number of reasons.

More often than not a stranger will be shot at before they are given a chance to speak, unless it is a community. In that instance, they are met with an air of uncertainty all the way up to open hostility until they prove themselves to be worthy of the folks trust. A stranger has to be regarded as an enemy from the start or you might find yourself on your back starring into the rain.

In what is left of the grain belt, many of the farmers have banded together to create small farming communities. These communal farms resemble the fortresses of the wild western days.

One of the most common rules in the Deathlands is that of ownership. When you hold something, it's yours. When someone else holds something, its theirs. Scavenging and salvaging are a way of life for many people, especially in the ruins of major cities such as Washington and New York. Some people, like the Enigmatic Trader, or Harry Stanton of New York were able to build quite sizeable empires or reputations for themselves from scavenging.

Due to the very nature of the Deathlands, the people living are not only quite hardy, but are quite healthy. This is due to the fact that the sick and the weak do not live long. People when they get ill tend to recover quickly, as well as heal from wounds or injuries quicker than they did before the birth of the Deathlands.

Medicine in the Deathlands is primitive at best, or the equivalent of the early 1800's. In the most primitive communities medicine is nothing more than 'Witch Doctors or Shamanism', where they believe that sickness is caused by demons or spirits that have to be driven away. This usually involves human sacrifice. The people of the ville of Markland believed that the radiation poisoning they were suffering from was actually caused by Mildred Wyeth, and they thought that the only way they could spare themselves was to kill the woman. Of course, this never happened.

One thing that most of the people who live in the Deathlands is their mutual hatred of Mutants or Muties. This is due to the fact that so many of the muties are nothing more than primitive killers, such as the Stickies. Deformities are also very common and are usually treated only slightly better than other mutants. Anything unusual, such as albinism or unusual hair, eye color, height and the like are looked upon with suspicion.

Another sad but common occurrence in the Deathlands is the amount of inbreeding. Many small or isolated communities had very few people living in them, and since strangers were usually turned away or driven out, they were forced to inbreed. Mother slept with son, father with daughter, brother with sister. Thus a lot of damage was done. Mutations and deformities were incredibly common, as well as retardation and other problems. It is expected that many of these communities will simply cease to exist as the inbred generations get weaker and weaker, die off, or become sterile.

Due to the fact that nearly no formal schools exist anymore, the illiteracy rate in the Deathlands is upwards of 90%. Most people are far more concerned with day to day survival than learning how to read, write or do mathematics. Only the rich and powerful barons have the luxury of a formal education, but even then the standards are no where near where they are today.

The first few years after the war, during the five year long nuclear winter that blanketed the globe, many people turned to cannibalism to survive. After the winter ended and people were able to begin growing crops, the practice died out, except for isolated groups, and in some cases, it became ingrained in their religion. The most common cannibals are mutants. Stickies and many of the deformed mutants are known to eat human flesh. 'Cannies' as they are now known, are universally feared and hated, even more so it seems than mutants.

One off shoot of the lack of food was the fact that people would tend to eat anything they could get their hands on, no matter how rotten it was, simply for survival sake. North America before the war had ample food and in general people tended to be quite wasteful. After the war, this ended. You sometimes never knew where or when you would get a meal so you ate what was handy, no matter what. Once again, its usually only the barons who are able to willfully waste food.

Cleanliness is regarded more as a luxury in the Deathlands than a necessity. Quite often the resources to keep oneself clean simply are not available so people clean if and when they have the chance or time.

Privacy is also a thing of the past, so it's not uncommon to see people eating, sleeping, making love, talking and so forth together in a small room.

No one except for the insane go anywhere unarmed. Fire arms and ammunition are worth their weight in gold, as because the Deathlands are so dangerous, being unarmed usually means a quick death. Most people will have killed before they have even had sex.

Women in many communities are treated as second class citizens at the best, and as plain and simple property at the worst. A prime example would be the ville of Ginnsburg falls in Oregon, where the male population outnumbers the female population seven to one. Here females are used simply for sexual purposes and home keepers. The female children that are born are taken out into the wilderness. Those that survive one night and are not taken by local predators are allowed to survive.

In other communities, such as the ville of Markland in Minnesota, females are treated well, but are used only for mates, cleaning, tending the children and other such duties. No female is allowed to carry a weapon or to be a warrior, of do the work of a man (which usually entails hunting, fighting, etc.)

It is incredibly rare for a woman to gain respect or power in the Deathlands. Very few have ever managed to do this.

Due to the violent nature of the new world, one of the most common rules is that you always try to save one last bullet for yourself, as then you could give yourself a quick, relatively painless passing. If you don't, your death could be long, and VERY hard.

As one would expect, life expectancy of men in women in the Deathlands is rather short. The average male lifespan is about forty, and for women the mid thirties.


The old American greenback ceased to exist after the last weapons detonated. It is quite possible that in some area's local barons still accept it as currency, but for the most part, every ville or region produces it's own Currency, or Jack as it has become to be known as. The currency comes in many forms, everything from home printed paper to minted coins. Most communities will only accept local or regional Jack, but many will buy it at a higher rate, say 3 foreign Jack for 2 local Jack. It is very rare for any community to accept foreign Jack at a one for one basis.

Still, the most common method of exchanging goods and services is done by trade or barter. If you want a meal, a bath and a place to sleep, it could simply cost you a few rounds of ammunition, or if your a female, a night of sex. That's the way it goes in the Deathlands.


Many barons use slave labor for their mines, salvage operations and so forth. This has created a new breed of slavers in the Deathlands that have not been seen since the sixteen and seventeen hundreds. It is a cheap and effective way to work for the Barons as all they need to do is provide shelter (and that is usually done so, but it's barley adequate), and enough food to survive. Those who die can easily be replaced. Some of the most notorious slavers were the Scalies in New York city who are constantly capturing people to work in their salvage operations.


During the final war, many weapons released on both sides carried genetically engineered virii and tailor made diseases. Nearly all of these diseases have disappeared, as when the hosts died off, the disease had no way of surviving. However, the radiation released during the nuclear explosions caused many of these tailor made horrors to mutate, allowing them to survive, using animals, plants and so forth as hosts to survive. In many ruins and hidden sections of the devastated country, they lie in wait, patient that someday a suitable host will arrive, allowing the disease to spread, wreaking havoc across the globe.

The radiation also caused many common diseases to mutate. A prime example is the bubonic plague. A strain encountered by a wagon train while traveling through New Mexico was so virulent that it reached it's terminal phase within forty eight hours. As mentioned above, many people in the Deathlands are very hardy, and resilient to disease. However, due to mutation some diseases have cropped up that no one has immunity to, making sick even the most healthy of individuals.


Unlike the days before the Skydark, Religion is quite scarce in the Deathlands. Most of the old religions have survived, but few practice them. Many people hold the view that if there was a god, why did he allow such death and destruction happen.

Many new and twisted religions have cropped up in the ruins of the nation. In Alaska, a small group of people worshipped a burnt image of Jesus on the cross. In The ville of Snakefish California, the inhabitants worshipped giant snakes. Many people in the south west cling to the old religions and it is not uncommon to find several self ordained preachers in any ville or large group of people.

Some of these new religions are harmless, where as quite a number of them practice cannibalism, human sacrifice, orgies, and so forth. These are the dangerous groups.


The massive amount of radiation released during the last war damaged the genetic structure of every living creature on the globe, everything from the tiniest insect, plant all the way to man himself. Mutations of all sorts were born. As it is with many mutations, most of these creatures died at birth, or were miscarriage. However, enough survived to spawn entire new genetic Races such as the Stickies, Troggies, Scalies, and many, many others.

Mutations were most often than not harmful, such as physical defects. Many mutants were born with extra limbs, or twisted body parts. Facial features could be scrambled. However, quite a number of mutations were beneficial. Many mutants found that they possessed superior senses, enhanced strength, usable extra limbs, and in some rare cases, Psionic abilities.

Many Mutants that possess Psionic abilities are known as Doomies. These mutants are generally able to see the future, but usually only the bad events. There have been mutants that possessed a limited form of telepathy, as well as a limited form of mind control or hypnotism. Mutants such as these are exceedingly rare.

As mentioned above, mutants are universally hated and feared. In the vast majority of cases, it is justified. There are exceptions to every rule however. Many of the most hideous mutants can be the kindest and gentlest of people. The way a person looks doesn't always reflect on the soul of that person.

Most 'Racial' mutants share similar mutations. Stickies have suckered hands, feet. Scalies have scaled skin, and look reptilian. But it is not uncommon to see differences from one group to another. Some Scalies encountered have been incredibly hard to kill, possess no nose or hair and are animalistic. While another group have hair, noses, and are quite intelligent and live in clean neat communities.

The intelligence of mutants is not set from group to group. One group could be little more than animals, while another group of the same gene type could be highly educated, intelligent and organized. It all depends on how the parents of these mutants treated them after they were born. If they were left in the wilderness to fend for themselves, they would revert to primitive ways, where as if they were cared for, and taught, their intelligence would reflect this. In some cases, low intelligence is a factor of the mutation.

Deformities in mutant 'Races' are not uncommon either, and the birth rate is still unusually low, as there are still large numbers of still births and miscarriages due to the genetic damage. As time progresses many of these 'Races' will die out, while others will weed out the weaker members and the gene pool will stabilize.

The number of different mutie types are unknown and raising as the current ones interbred and new generations are born.
Below is a listing of the better known ones..............

Dwarves: These mutants are only about 5 feet tall, and each appears to be about 30 years old. They all have flat faces with sagging chins as if a beard made of flesh with a coppery tone to it. The lips are narrow, and barely cover long curved teeth. The nails on there hands are long and twisted, like claws. They mostly wear animal skins; carry a long, collapsible spears, and sometimes old homemade primitive flintlock rifles.

Forest Ghouls: Creatures that are said to haunt the last remaining forests. Little is known about these creatures other than the fact that they have long tongues that rotate like steel drills and can enter any opening in a body to drain away the fluids.

Ghoulies. These are radiation damaged, humans having scarring, scabs and tumors. They are normally found dressed in rags and are filthy. These mutants are 100% percent cannibals and most are monstrous in size standing a good 7‘foot tall. All are dangerous, very strong and extremely hard to kill. They are intelligent yet use very little firearms the weapons used very primitive and homemade.

Stickies: A race of humanoid mutants that appeared about twenty years before. These creatures have huge eyes, two tiny nostrils in moist flabby flesh, no mouth or ears and are totally hairless. They have suckers on their hands and feet which exude glutinous ooze which adds to the gripping power. They are totally savage and seem to have an unusual love for fire and explosions. To make matters worse, they are incredibly tough to kill. Wounds to the torso are pretty much ignored, and the only sure fire way to kill one of these creatures is by shooting it in the head. Stickies are also known to be cannibalistic, as well as they sometimes carry really hideous diseases. There are at least two other types of Stickies believed to exist.

Swampies: Physically, Swampies are incredibly stocky. They are usually no taller than 5’.2" in height, but weight in excess of 220 pounds. Most swampies possess African American features, with flattened noses and thick lips. Their hair is short and curly and comes in all shades of color, from black to white, red to yellow. The eyes protrude slightly, and are usually surrounded by ritualistic scaring. They do not have either fingernails or toenails. They are however quite smart.
The most unusual feature of the swampies is the fact that they possess double sets of organs. Two hearts, four lungs, two stomachs, etc. This makes them very tough to kill. They have gained the nickname: Les morts-vivants. Or the living dead.
Swampies use clothing and carry small crossbows (the bolts are usually poisoned), and large knives

Scabbies: These mutants suffer from the same skin disorders as their ancestors who managed to survive the war. Somehow the diseases were handed down from generation to generation. They suffer from dermoid cysts, rodent ulcers, keloids, lipomata, epitheliomata, acne, psoriasis and all types of rashes. Due to the condition of their skin, they very rarely wear clothing as it can be too painful for them. Other than the skin disorders, they appear to be normal humans and can use firearms, knives and can drive vehicles of their own making.

Scalies: These mutants where encountered for the first time in the ruins of New York City. There was a huge band of them living on the southern portion of what's left of Manhattan. No less than five hundred of the mutants are part of a huge, organized gang who work as slavers. They are olive green in color and have overlapping scales covering their skin. The hands have long fingers ending in wicked claws. The face is vaguely reptilian with an elongated jaw and slit like nose, as well as hooded eyes. The mouth is filled with a double row of sharp teeth and they have long sinuous tongues.

Trackies: These mutants live everywhere as they are quite often used like tracker dogs to hunt down escaped slaves. None of the muties stand taller than five feet in height. The creatures are stocky, wear simple furs for clothing. Except for a few strands of hair, the mutants were totally bald. The ears were quite large and set further back on the skull than a normal humans. They have no true nose, just a small hole that is able to smell certain smells even miles away. There mouths hung open, and are for the most part toothless, except for a few, uneven jagged teeth. The eyes appeared to be lidless, and seem to protrude from the skulls. The skin was a deathly shade of white, but seems to have a greenish tinge to it.

Troggies: These muties are normally naked when encountered naked and stand about five foot two. Physically they were thin and weak, and their bodies actually seem to have an odd shimmering phosphorescence glow to them. They are completely hairless and have no visible genitals. The mutant's mouths are lipless, and they have a single row of blunted teeth. The ears are quite large. Their nose’s barely protruded from their cheeks. The creature's eyes were huge and bulbous. The irises are color less with no sign of a pupil. The mutant's are easy to kill, but there seems to always be vast numbers of them found together

Before the war, many species of wildlife were on the brink of extinction. Many lakes and rivers were stocked with fish, certain animals such as wolves were captured in Canada and transplanted to the national parks in the states, and entire species were in danger as their habitat was slowly destroyed by man.

After the war, many of these species did in fact die out, but once the long winters ended, some of the species, notably the wolves, deer and so on, came back, and with a vengeance. No one has to worry about starving in the Deathlands if they know how to hunt or fish, as there is plenty of game everywhere. Many of the lakes and rivers that had to be stocked before the war are now teeming with fish. It is not uncommon to see deer walking down the streets of a ruined ville. Of course in these ruined villes the main form of life to be encountered are rats and other such vermin.

Nature has its ways. Life always finds a way.


Many ruins across the Deathlands have been left unlooted. The reasons are that for the most part, there simply were not enough survivors, especially around the ruins of the large cities. A huge portion of isolated communities, farms and other facilities have also been left untouched. As human and mutant populations grew, as well as the number of 'Scavs', more and more of these untouched buildings began to be opened and looted. But uncounted hundreds of thousands of buildings and homes remain closed and unlooted for the hardy and brave to find and explore.

Considering how heavily nuked the nations big cities were during the war, its amazing that anyone would venture within one hundred miles of the ruins. But the cities have long since become home for all manner of mutants. Normal humans rarely venture into the ruins unless they are either scavengers, or looking for sexual perversions, as well as drugs such as jolt, joltsky, or other hard to come by substances...............


The Trader:
It all started with the Trader. If there was a way, he'd find it: over, under, around or through. A wise man who never read a book in his life, he preferred the lessons of life on the road. The Trader was a demanding leader who was often seen barking orders while puffing on a cigar. Short silvery hair and a persistent five o'clock shadow gave him a wise yet intimidating presence. He always had a one-liner for everything. With a raspy voice he was often heard growling, “I'll be hung, dried, quartered, and left for the crows!”

The Trader's world was black and white, so all strangers were enemies until proven otherwise. Uphold your end of the bargain and the goods were yours but cross him and take your last breath. Trader was born around 40 years after Sky Dark. As a young man, the Trader lived many desperate nights struggling to survive relentless chemical storms and starvation. He confronted all manner of hostilities both human and nonhuman. Though these struggles he learned the art of the bargain; he knew what people needed and what they would pay for it. The Trader's life hid a collection of secrets that was told to no one. Some say he lived by his secrets so much that he had forgotten his name.

After all no one else knew it; not even Ryan Cawdor. It is suspected that Trader doesn’t even remember his original name anymore having been called Trader for so long.

When he was young his travels eventually lead him into the company of Marsh Folsam. Folsam had been running a sort of apocalyptic treasure hunt for the stockpile all barons dreamed of; high-end 20th century military hardware: missiles, tanks, grenades, and possibly even a nuke. The Trader's muscle and Marsh's intuition proved successful and what they found took their breath away. The cache contained the keystone of Trader's capabilities: War Wagon 1 and Leviathan. The war wag's original purpose was a US Army Mobile Command Center. Packed inside the control center was cutting edge 20th century computer hardware; all gutted to allow for greater weapon and crew support. The war wag could hold around 8 fighters with accompanying supplies and weaponry.

The Trader had the monstrosity he called the Leviathan outfitted with weapon ports, 50 caliber machine guns, rockets, tank bullet resistant tires and all manner of traps. The Trader's convoy was legendary, feared by all mutants with a shred of sanity yet envied by all barons that set eyes on his hardware. From this great stock pile, Marsh and the Trader's power grew unparalleled in the Deathlands. Little did the most envious baron realize that even if you killed the Trader and his men the war wags could never be stolen. J.B. Dix secretly rigged them to explode in a furious cloud of plastic explosives and shrapnel if the appropriate measures were not taken. The Trader's convoy traveled the entire Deathlands and he knew the landscape and the villes quite well. He knew the dreams of a lost paradise were a lie. There was no paradise in the Deathlands; just shades of desperation and corruption.

Over his travels he encountered the man known as the Magus, and by using his maps and clues left behind in the located redoubts he and was able to track down more caches. Unfortunately it’s was during these times that both Folsom and Magus were killed, some rumors saying it was the Trader himself who chilled them. Trader never did learn how to read or write. He never had the time. However, his memory regarding maps is flawless, totally photographic. He only has to glance at a map and he can recall every detail, even years later. These same maps have been given to J.B Dix for safe keeping.
In many ways, Trader is the most powerful man in all the Deathlands. His huge supply of weapons and goods ensured this. Many a man and mutie tried to take him down, none have succeeded.

Trader was tough, but fair. But those who crossed him soon learned how powerful his wrath could be. A ville in the east crossed him and his crew. Every man, woman and child in the ville were killed. The reason why the town was attacked and destroyed has long since been forgotten. Even as his men destroyed the ville, he wouldn’t allow any of the townsfolk to be raped or tortured. It was a hard lesson, and a warning. Don’t mess with Trader.

Trader met young Ryan Cawdor nearly a decade in the past. Ryan had the drop on him, but Trader saw something in the man. He offered Ryan the chance to join him. Ryan accepted and quickly became one of Traders most trusted war chiefs. About a year and a half later, a diminutive man who’s knowledge of predark weaponry was second to none. The diminutive armorer known as J.B Dix just as Ryan, quickly climbed the ranks to become one of Traders most trusted men.

Over the years, Trader and his people have traveled from one end of the ruined continent to the other. They have seen the boiling cauldron of the pacific, the powerful baronies in the east, the toxic swamps to the south, and the frozen tundra of the north. They have seen the ruins of once great cities, reduced to rad blasted craters filled with the crumbling skeletons of those who once lived, worked and loved there. They have seen the ruined launch sites where mankind ventured into the depths of space. They have seen the remains of what had used to be one of the most powerful countries on the planet and yet they travel on.....................

Posted on 2011-09-10 at 23:48:10.
Edited on 2011-10-03 at 05:38:17 by TannTalas

Karma: 155/25
6223 Posts

Here we go............

I found some info on the books and there are a bunch recorded that could help get some story ideas. I'll start on the character sheet tomorrow.

You mentioned listing RL skills. Did you want those at the end of the character sheet or sent in PM?

Posted on 2011-09-11 at 03:17:10.

Trilogy Master
RDI Staff
Karma: 178/118
6481 Posts

Send it all Together

You have a copy of the character sheet so just fill in what I asked and feel free to list your RL skills also as I will fill in his game skills, weapons and info as needed when I post the full characters.

Posted on 2011-09-11 at 03:31:57.

Trilogy Master
RDI Staff
Karma: 178/118
6481 Posts

OK then

First character sheet is up take a look and tell me what you think.

Posted on 2011-09-12 at 20:36:50.

Karma: 155/25
6223 Posts

A little trouble..........

Gee, isn't 4'8" a bit short.

Ulthok's big brother?

Posted on 2011-09-15 at 01:05:03.

Trilogy Master
RDI Staff
Karma: 178/118
6481 Posts

Hmmm ok maybe

Yeah maybe ok I'll bump him up to 5'0 even and drop his wieght to 135pds. Everyone check your finished sheets out to make sure you like it and get back to me. The only player we are still waiting on is Kyle.

Also I posted a pick of the main three characters, Ryan, Kristy, J.B on the Game thread page and one of J.B on the character thread. The pics are thanks to YeOlde and the pic of the three comes from an insert from the first Deathlands book, same name as the game title, and hopefully he can find some for the rest of the group so I can post them too.

Posted on 2011-09-15 at 04:34:36.

Epic Level Bard
Karma: 31/3
557 Posts


Ok, i have my stats how do you want them?

And i have an idea about the Wis and Int Stats.

Alos will make a list of abilitys as you have requested and e-mail them to you.

Posted on 2011-09-18 at 04:37:41.

Trilogy Master
RDI Staff
Karma: 178/118
6481 Posts

Pm Or Email Kyle

Whatever's the easiest for you and what are your idea's for Wis & Int same as what you were telling me this am??

Posted on 2011-09-18 at 04:49:23.

Karma: 155/25
6223 Posts

Building time......

Well Al if our other stories are going to be slow, (Rogers' games ) maybe it's a good time to build more understanding of Deathlands. I'm not sure how, but we can try.

Posted on 2011-09-21 at 01:06:24.
Edited on 2011-09-29 at 16:21:18 by Odyson

Karma: 155/25
6223 Posts

Good Stuff...........

Thanks, that info is good. Now I need to work on the character's personality. Having not read a book yet, I'll be guessing some. But what you posted above helps me get a mind set of time and place. Very "Road Warrior", "Thunder Dome".

Posted on 2011-09-28 at 16:57:41.

Trilogy Master
RDI Staff
Karma: 178/118
6481 Posts

More Info and game start coming soon

Ok we have our last player. Kyle's son has agreed to take on the role of Jak Lauren so once he has created an Avatar and gets set up we will be only days away from starting.

One thing everybody, please remember to read the above first post to familiarize yourselves with the world your playing in before we actually start as it's not a nice one.

Posted on 2011-09-28 at 23:47:28.

Hiker Dragonsbane
Karma: 3/0
1 Posts

Hiker Dragonsbane

I am Hiker Dragonsbane son of Kyle Westhelm we are of the house of Mor Oug. I have come to the Inn to accept your offer which had fallen upon me a few weeks back.

Posted on 2011-10-01 at 15:30:00.

Lady Dark
Karma: 39/2
285 Posts


Welcome, hiker Son of Kyle. Good to have you aboard.

Posted on 2011-10-01 at 15:36:07.

Trilogy Master
RDI Staff
Karma: 178/118
6481 Posts

Characters full

Ok we have our last player so now all that is left is for me to start the game.
Look for my start post tonight and I will post every week from here on out on Saturday nights.

Also as Game on!! is the motto for Trilogy we need a motto here anyone got any suggestions??

Posted on 2011-10-01 at 16:00:27.

Karma: 155/25
6223 Posts

Group Motto?........

Ok, for our motto how about:

Maybe a bit long, but in character!

Posted on 2011-10-01 at 21:03:48.

Jump to:    1 2 3 4 [Next] [Last Page]

  Partners:       Dungeons and Dragons resources, from 2nd to 4th Edition | for the gamer who's sick of the typical Dungeons and Dragons Adventures, #1 resource for D&D Dungeons and Dragons 4th Edition  
View/Edit Your Profile | Staff List | Contact Us
Use of the RDINN forums or chatrooms constitutes agreement with our Terms of Service.
You must enable cookies and javascript to use all features of this site.