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
Cloned60 times
Created
153 days ago
Last Updated
Yesterday
VisibilityPublic
Nite Folk
CR 3.5Medium Humanoid
Nite Folk
HP Range40 - 50 (Avg: 45)
AC12
XP700

Description

The Nite Folk are a sinister group of Voodoo-inspired killers that haunt the swamps of Bayou Nwa and Bluewater Marsh. They set deadly traps at night, robbing and brutally murdering their victims, leaving behind gruesome displays of dismembered bodies as a warning to others. Known for their stealth and cunning, they communicate through unsettling clicks and hisses, striking fear into the hearts of those who dare to wander their territory after dark.

Details
SizeMedium
TypeHumanoid
CR3.5
XP700
LanguagesClicks and hisses, no language
Defenses
Armor Class12
HP Range40 - 50 (Avg: 45)
Damage VulnerabilitiesNone
Damage ResistancesNone
Damage ImmunitiesNone
Condition ImmunitiesNone
Actions

Ambush Attack

The Nite Folk can set traps in their territory. When a creature triggers a trap, they can make a surprise attack against it.

Melee Attack

The Nite Folk attack with crude melee weapons, dealing 1d8+2 slashing damage.

Ranged Attack

The Nite Folk fire arrows from their bows, dealing 1d6+2 piercing damage.

Terrifying Display

As a bonus action, the Nite Folk can display a gruesome trophy (a dismembered body part) to frighten nearby creatures. Targets must succeed on a DC 13 Wisdom saving throw or become frightened until the end of their next turn.

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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