
TheAlicornSage |

It has been a few years since you and everyone else suddenly woke up in this strange place. There was plenty of infighting at first, as several unfamiliar sentient species had awoken nearby as well, and blaming each other was common, but in the intervening years, groups started settling in for the long term.
Most groups were still independent of each other, but a few have formed alliances or at least agreements. Some individuals even settled within other species settlements after infighting forced or inspired them to leave the group they arrived with.
The groups arrived from your homeworld, Ithera, came mostly from the empire and have handled the transition the best, and been the least prone to infighting and discrimination.
The groups that arrived, of both sentient beings as well as plant and animal species appeared in small groups with about a mile between each group and spread across about 100 square miles into a large grouping, with other similar large groupings a few hundred miles apart.
Dirt is rather uncommon, only what came with the plants can be found, but sand is common enough, as is water.
Additionally, from your homeworld a hometree was brought. A large tree often revered as they are rare and filled with powerful magic. Some say the trees will speak to certain individuals, but that seems to be taken on faith rather than evidence.
The tree that was brought here though, named Kithuinen, has been moved to a large arena-sized "room" cut from the stone ground, called the Treepit of all things (it started as a joke but seems to have stuck), and around which your village has grown.
As you sit on the rim of the Treepit, a small kobald scurries up the ropeladder and starts heading in your direction. She is from one of three families of kobalds to join your group early on, she is quite excitable yet helpful and tends to be sent on errands a lot. Today though, you can tell she heading for you.

TheAlicornSage |

The kobald screeches to a halt in front of Xeno, "One of the scouting paries found something in the tunnels. They want you to take a look. It is three days there at least. They want you to get ready to travel there and then meet up at the Scoutmaster's office in an hour."

TheAlicornSage |

No worries, it happens.
"I'm going to the smiths next. Want me to get anything for you while I'm there." the young kobald asks, her tail twitching with excitement, though she manages to almost keep out of her voice.

Xeno Crystalrider |
Zeno grins at the Kobalds excitement "No, Thank you. Equipment will be supplied by by the scoutmaster."
so, as i miss interpreterd TheAlicon Sages post (and as I can't edit). Please replace that post with this post.
Zeno grins at the Kobalds excitement "Sure. I'll take the standard equipment."
TheAlicornSage |

"Okay, I'll have it all with the rest of the supplies." the kobald says cheerfully, then with barely contained excitement she hops over the edge, and she slowly floated down awkwardly trying to keep upright, but clearly enjoying herself. As she hits the ground, somehow managing to land on her feet, she hurries off into one of the tunnels.
Above the stream of fire is dwindling once again, as this place's idea of night approaches.

TheAlicornSage |

The scoutmaster's office is a sizable room, easily 60 feet squar with several stone tables and desks. The walls have several maps of the nearby area and sections of the tunnels, and a large map showing the known seed points of various plant types and the other villages.
The scoutmaster herself, one Master Rashi is a reapling. She has a naga/lamia body shape, like all reaplings she has scaly skin in greyscale pearlescent colors, the scoutmaster in particular is almost entirely black with a very subtle spots.
In the middle of the room is a large table, on which is a map of an area across the river, on one edge is a large vale with three markers for tunnel entrances.
"Ah, Xeno. We made a discovery. A big one. This vale" she points to the vale on the map, " is fllied with life, and seems to have been there for a long time, and none of it matches with what we know arrived with us. But that isn't the biggest thing. This," she points to one of the tunnel markers, "Is a door with unknown writing, though it seems to have been long out of use. I want you to lead the group to investigate what is behind that door. The other door," she points to another marker, "Is locked tight. See if you can open it as well. Any questions?"

TheAlicornSage |

She shrugs "You're the best available at the moment. The only other qualified candidates at base at the moment are leading the other teams exploring the vale. I'll be there leading the expedition as a whole."
You're the player, agency should be in your hands, hence leader. How tightly you worry about the team is up to you.

TheAlicornSage |

"We'll be leaving in 6 hours from the Masks Gate. It is three days there, and I plan for us to be there for about two weeks. Rigus is over there now preparing the kitos." She says as she dogs out a scroll case and hands it over to you.
Kitos are small dog-like creatures. They have a very dog-like behaviour particularly the socialization, and are about the size of medium to large breed dogs but heavy set. As most creatures from your homeworld, they have six limbs, the middle lair are wings, though are not useful for more than slowing a fall, but are rather colorful and tough, often used in the wild to scare and entrap prey.
[ooc]
Kitos are the primary domestic animals, often used as pack animals or teams for pulling carriages. Can't carry as much as horses, but there are no horse-sized domestic animals useful as pack animals (in fact there is only one domestic animal of that size, but they are used primarily for military and police work as they are hard to handle and live in pairs, thus must stick with only ine handler.)
The scrollcase contains a map of the known area you are headed to with anotations for waypoints and plenty of other positions of importance. The map has just symbols at these places, the key is a separate sheet, often burned if contact with enemy forces is a significant risk, allowing the map to be useful to one who memorized the key, but not obvious to someone who captures the map. For a mission like this, there won't be a worry about burning the key unless enemy forces aee encountered.

TheAlicornSage |

You have the key, and you don't need to burn it unless you encounter enemy forces, which is not expected, except whatever animals might be encountered but they don't count.

TheAlicornSage |

"Go pick three. The valley flora/fauna teams are already out picking their groups, so you'd best hurry if you want any of the scholar initiates. Make sure everyone checks in with Sheriz before we leave."
We can work together on the team. You can get in depth character building, or just give me an idea of the character types you want. Keep the party size reasonable. For reference, the imperial military generally uses fireteams of 3 or 4 (12 man squads break into 3 or 4 teams depending on mission and circumstances). Something fireteam size is expected, though you could go larger if you really wanted to.
We'll handle your team building ooc.
The expedition, a few dozen individuals and two dozen supply-carrying kitos, leaves the darkness of the night for the darkness of the tunnels.
After three days of traveling through bland hallways and rooms, with the occasional shortcut on the surface, the group comes to a stop and after a short discussion between the scoutmaster and a couple scouts, the order is given to set up camp.
Several individuals start shaping stone into defensive barricades, tables, and walls, etc, while others break out supplies and tools start setting up.
Once that task is complete, and you continue past the next small room, with guards on point, your team finally emerges into the light of fire in the sky to behold a beautifully verdant valley. In the distance, a massive flower of mushroom like petals towers over scene.
Nearby, to the north, two doors can clearly be seen a short hike away.