World of Redemption world illustration - Western theme
Western

World of Redemption

S
Steffany686

In 1899, modernity clashes with the fading Wild West. Industry and law meet untamed lands influenced by deep-seated sexism and racism. Towns evolve, yet dangers and old superstitions persist. Progress contrasts with folklore. Diverse landscapes reflect social inequalities and contested resources. Industrial growth offers opportunity but also exploitation, straining a prejudiced society. Life is harsh; the beautiful land demands resilience, often tested by societal biases and ingrained beliefs.


Author's Note: Set within the world of Red Dead Redemption 2, all major characters are available. Be sure to check the World History area in the bottom right of the world map. Look for Class Loadouts in "The Closet" POI, and give yourself a copy of that inventory to start your journey. This world features working train systems, and if you @ the train system you want to use, you can then ask Franz to ride them. More information is available in the World History area. Warning Tags: historical racism, historical sexism, violence, gore, 18+ recommended to play Some starts come with a starting prompt; here’s a glimpse of what they are: - Cell Block - A: The Falsely Accused:: Mystery, Survival, Escape, Prison - Cell Block - C: The Guilty:: Criminal, Survival, Escape, Prison - SSV - Main Barroom: The Stranger:: Amnesia - VDO - Back Room: An O'Driscoll's Due:: Outlaw - Snowfield Shack: A Fractured Memory:: Survival, Mystery - Saint Denis Docks: The Rookie:: Law - Third-Story Apartment: The Stakeout:: Law, Mystery - Pleasance House: The Inherited Debt:: Slice of Life, Survival - Flatneck Station: A New Start:: Slice of Life - Bayall Edge: The Contract:: Mystery, Supernatural - Pinkerton Detective Agency - Saint Denis Branch: New Case:: Mystery, Law To read the full prompt, check out the Google Doc: https://docs.google.com/document/d/1J41oC_Gcb5FHjfAuCPWSTR11cDzdyTAUbjCFHL4ZI7k/edit?usp=sharing
Played1546 times
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Created
153 days ago
Last Updated
Yesterday
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Lemoyne Raiders General
CR 7Medium Humanoid
Lemoyne Raiders General
HP Range100 - 140 (Avg: 120)
AC13
XP3900

Description

The Lemoyne Raiders General is a battle-hardened leader of a notorious outlaw gang, driven by a thirst for revenge against the North. With a fierce loyalty to their troops, they inspire fear and respect on the battlefield, striking swiftly and mercilessly against their foes.

Details
SizeMedium
TypeHumanoid
CR7
XP3900
LanguagesCommon, Thieves' Cant
Defenses
Armor Class13
HP Range100 - 140 (Avg: 120)
Damage VulnerabilitiesNone
Damage ResistancesNone
Damage ImmunitiesNone
Condition ImmunitiesNone
Actions

Hip Fire

The General fires a shot from their pistol at a target within 30 feet, dealing 2d6 piercing damage. This attack can be made as a bonus action if the General has already attacked this turn.

Shoulder Aim

The General takes careful aim, gaining advantage on their next ranged attack roll. If the attack hits, it deals an additional 1d6 damage.

Troop Command

The General can issue commands to their allies within 60 feet, granting them an extra attack on their next turn. This ability can be used once per short rest.

War Strategy

The General assesses the battlefield, allowing them to grant all allies within 30 feet a +2 bonus to their next attack roll or saving throw. This ability can be used once per long rest.

This work includes material taken from the System Reference Document 5.1 (“SRD 5.1”) by Wizards of the Coast LLC . The SRD 5.1 is licensed under the Creative Commons Attribution 4.0 International License.
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