The story of the Heroes of the New World did not begin in a heroic fashion. These intrepid adventurers first met while incarcerated in Duprand, in the Kingdom of Loxland.
The reasons for their imprisonment were varied, but when the opportunity arose to take a fresh start, they were easily convinced to grab it. After a daring, yet successful prison break, the new adventuring party made its way to the new world.
Thus began the new life for the noble half-elf wizard Varis Stormweaver, the crafty halfling rouge Xander Maclaughlin, the courageous genasi swordmage Amethyst-Ashar Genasi and the intense drow cleric Brizala Hun’ett.
Upon their arrival to the new world, they were commissioned by the local leader, Captain Wyatt, to help find a reliable source of fresh water for the colony. The party’s search first took them north, where they encountered the tribe known as the Gray Fangs.
Led by a half-elf named Agantha, this tribe of druids was initial difficult to communicate with, but Varis used his arcane knowledge to perform the comprehend language ritual and informed the tribe the Heroes were not a threat. Agantha directed the group to a small island just off the coast, noting this was home of the Water Spirit.
The Heroes rented a boat to travel to the island. They were contacted by a goblin shortly after their arrival, asking the party to assist the Dark Blades, a splintered branch of a vicious thieves guild from the old world, clear out the cave system of its locals. The party said they would think about it and continued to search for the spirit.
They quickly found the Water Spirit’s lair and were greeted by the lair’s guardian, a young wyrmling. The wyrmling proved a difficult fight, but nothing the group could not handle. Once the guardian was gone, the Water Spirt appeared to speak to the Heroes. She said she would help them, but only if they successfully completed her experiment, “to create a change in the status quo.”
Unsure of what the spirit meant and knowing the Dark Blades wanted help destroying the local residents, the Heroes chose to seek out the locals to learn more about them. Eventually, the party found two groups of creatures, the myconids and the grippli.
The myconids, a humanoid race resembling fungi, sought nothing but seclusion. The energetic frog-like creatures known as the grippli were clearly not a violent tribe and the Heroes felt it was best to help them instead of assisting the Dark Blades.
With assistance from three grippli warriors and a myconid, the party cleared out the Dark Blades lair to allow these tribes to live in peace. The Dark Blade leader, a drow named Krom, escaped during the battle, much to the frustration of Brizala.
The Heroes used a strange device found in the Dark Blades’ lair to collapse the myconids tunnel, per their wishes. With the grippli safe from the intruders, the party returned to the Water Spirt, who gave Varis and Brizala the ability to create water through a ritual.
With this power the group returned to the colony to report to Captain Wyatt. After much discussion, it was decided another source of water was needed as the party was unwilling to dedicated their lives to providing water and nothing else.
The party was contacted by members of an adventuring party known as the Iron Coterie. Quint, the leader of the group, explained they believed they knew of a source of water not too far from the colony, but they had met resistance on their way there and had to retreat.
The Heroes felt the Iron Coterie’s interest in helping the colony was genuine so they agreed to help. The combined group found the resistance, a very large swarm of kruthiks. After a hard-fought battle, the kruthiks were destroyed and the party found the lake.
The Iron Coterie chose to remain to guard the lake while the Heroes returned to the colony to report the findings. With a source of fresh water now a viable option, the party headed back, but were delayed slightly by a small pack of wolves. The wolves were nothing more than an annoyance and the party continued back to the colony…