
Belac93 |

I'm going to run a 5th edition wartime focused game. Here is a list of things you should know:
Player Options: Anything official is fine.
Ask me of you want to use Unearthed Arcana, but absolutely no Undying lights, revananents (at least to start), or mystics.
A warning: Aarakocra and Flying tieflings are a completely valid, un-nerfed, definitely good option in this game. However, it is a privilege. Trying to make a character who flies up 600 feet and snipes will be met with flying enemies.
PM me to talk about hermit discoveries, if you choose to become one.
If you start as a soldier, you may not be an officer at the beginning.
You can be any alignment, but no PVP. Play nice.
Setting: The gods of the setting are all the Greyhawk gods, plus Asmodeus. Ask me if you want to add one in.
The word is pretty much constantly at war, with only isolated pockets of peace. One kingdom boast a whole 9 years (non-consecutively) of peace since it's creation 50 years ago.
There are a similar number of all creatures, but slightly less gnomes, elves, and half-elves than other races, due to a disposition towards peace.
There are no set alignments among races. Drow can be decent people, and normal elves are actually quite often LE, when they get angry.
If you have any other questions, please ask me.

Reckless Apprentice |

I present Chase Strumhold Wild Magic Sorcerer and entertainer.
I wasn't sure how we were going to handle starting cash, so I just went with the quick build options 5e provides.
Chase Strumhold
Male human sorcerer 1
Medium humanoid, neutral good
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Armor Class 12
Hit Points 8 (1d6+2)
Speed 30 ft.
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STR 11 (+0), DEX 14 (+2), CON 15 (+2), INT 9 (-1), WIS 13 (+1), CHA 16 (+3)
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Saving Throws Con +4, Cha +5
Skills Acrobatics +4, Arcana +1, Performance +5, Persuasion +5
Senses passive Perception 11
Languages Common, Dwarvish
Actions
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Dagger. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20 ft./60 ft., one target.
Hit: 1d4+2 piercing damage.
Dagger. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20 ft./60 ft., one target.
Hit: 1d4+2 piercing damage.
Quarterstaff. Melee Weapon Attack: +2 to hit, reach 5 ft., one target.
Hit: 1d6 bludgeoning damage or 1d8 bludgeoning damage if used with two hands to make a melee attack.
Unarmed Strike. Melee Weapon Attack: +2 to hit, reach 5 ft., one creature.
Hit: 1 bludgeoning damage.
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The lyre was always Chase passion. Until war consumed his land. His firery passion can be felt in his songs and his in the searing bolts released from his hands.

Ragnaganon Thundermountain |

Here is a quick build with intention of going Battlerager at the 3rd level. Ragnaganon is mercenary with rage issues. He fights in causes, he considers just. He loves coin and that is what trusts in.
Name: Ragnaganon Thundermountain
Race/Sex: Mountain Dwarf/Male
Class/Level: Barbarian/1 (Planning on Battlerager)
Background: Mercenary Veteran
Alignment:NG
Inti+1|HP:15/15|AC:14|STR+5|CON+5|Prof+2
Combat Info
AC: 14
Unarmored Defense (10+1+3)
HP: 15 (1d12+3)
Melee:
+5 to Hit
Great Axe 1d12+5
Javelins (4) 1d6+3
+3 to hit
Rage: 2
Rage Dmg:+2
Abilities
STR:17/+3
DEX:13/+1
CON:16/+3
INT:10/0
WIS:8/-2
CHA:12/+1
Proficiency: +2
Saves
STR:+5
CON:+5
Skills
Athletics: +5
Intimidation:+3
Nature: +2
Persuasion:+3
Features and Traits
Darkvision: 60ft dim light as bright light. Darkness as dim light.
Dwarven Resilience: Adv on Save VS Poison. Poison Resistance.
Stonecunning: Double Prof Bonus on History/Int rolls origin of Stone Work.
Dwarven Combat Training.
Dwarven Armor Training.
Mercenary life: Able to identify other Mercenaries by emblems and know a little about them. Can find taverns and feasthalls that cater to mercenaries. Can maintain a “comfortable lifestyle”.
Proficiency and Tools
Battle Axe
Handaxe
Throwing Hammer
Warhammer
Light Armor
Medium Armor
Gaming
Vehicle (Land)
Personality Trait
I face problems head-on. A simple, direct solution is the best path of success.
Ideal
When people follow orders blindly, they embrace a kind of tyranny.
Bond
My honor is my life
Flaw
I will never trust anyone other than myself.
Gear/Money
10GPs
Explorer Pack
Gaming cards

Belac93 |

Do you just want us to post characters as if we were doing an adventure, or do you want us to (if we feel so moved) to build up a kingdom and society? Do you want us to describe the army?
Are we all from the same kingdom, or could we be representing allied powers?
You can post crunch right now. You would all be allied members of a multi-kingdom army. As part of your character, you can post what kingdom you come from (feel free to make this up).
For backstories, they should be about 2 paragraphs.

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A warning: Aarakocra and Flying tieflings are a completely valid, un-nerfed, definitely good option in this game. However, it is a privilege. Trying to make a character who flies up 600 feet and snipes will be met with flying enemies.
Hm. You know, for a good long while now I've had the mental image of an aarakocra soldier, possibly wielding a spear (not sure why). Perhaps this would be the right time to make him.
Question: Will I need to be able to see maps or other outside resources to play?

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Odd thing, I once was in a army-based game that invited OP creative characters. Then the DM got scared after 3 posts and left.
In the interest of preserving the DM's sanity, I'll probably stick to some vanilla options. Either human or teifling, but just from the base book.
And, and everyone, I'm TOTALLY called Warlock! =) Will get crunch up. =-]

Belac93 |

Odd thing, I once was in a army-based game that invited OP creative characters. Then the DM got scared after 3 posts and left.
Well, I'll be fine no matter what. Sacrilum+wish would require work, but I think I could even handle that. (Please do not try it though (although that high a level will probably not come to be)).
Hm. You know, for a good long while now I've had the mental image of an aarakocra soldier, possibly wielding a spear (not sure why). Perhaps this would be the right time to make him.Question: Will I need to be able to see maps or other outside resources to play?
Ooh, I like the concept.
Outside resources will not be needed. I like theater of the mind.
A couple homebrew rules: A couple things I forgot: You can have a crawling claw or homunculus as a familiar if you are a wizard. When you make a perception check, you cannot roll lower than your passive.

Reckless Apprentice |

Chase Strumhold Wild Magic Sorcerer and entertainer.
Giving the Crunch again with point buy
Chase Strumhold
Male human sorcerer 1
Medium humanoid, neutral good
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Armor Class 12
Hit Points 9 (1d6+3)
Speed 30 ft.
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STR 9 (-1), DEX 14 (+2), CON 16 (+3), INT 12 (+1), WIS 10 (+0), CHA 16 (+3)
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Saving Throws Con +5, Cha +5
Skills Acrobatics +4, Arcana +3, Performance +5, Persuasion +5
Senses passive Perception 10
Languages Common, Dwarvish
Actions
--------------------
Dagger. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20 ft./60 ft., one target.
Hit: 1d4+2 piercing damage.
Dagger. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20 ft./60 ft., one target.
Hit: 1d4+2 piercing damage.
Quarterstaff. Melee Weapon Attack: +1 to hit, reach 5 ft., one target.
Hit: 1d6-1 bludgeoning damage or 1d8-1 bludgeoning damage if used with two hands to make a melee attack.
Unarmed Strike. Melee Weapon Attack: +1 to hit, reach 5 ft., one creature.
Hit: 1 bludgeoning damage.
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The lyre was always Chase passion. Until war consumed his land. His fiery passion can be felt in his songs and his in the searing bolts released from his hands.

Belac93 |

Ok, applications so far:
DoubleGold as Draco the Cleric
Reckless Apprentice as Chase Strumhold. Your character sheet will need work. A longer backstory and spells picked, along with a list of abilities.

ReconstructorFleet |

Introducing Elena D'Augustino, Swashbuckling Rogue and noblewoman. (who's pretty much going right into Swashbuckler Rogue out of the Sword Coast Guide)
Human (Variant) Female Rogue level 1
Alignment: Chaotic Good
Background: Noble
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Str: 10, Dex: 16, Con: 14, Int: 10, Wis: 8, Cha: 16
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Saving Throws: Dex: +5, Intelligence: +2
Skills: Athletics +2, Acrobatics +7 (EX), Stealth +5, Perception +3 (EX), History +2, Deception +5, Persuasion +5
Senses: Passive Perception 13
Languages: Common, Dwarven, Elvish
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Class Features: Expertise (Acrobatics, Perception), Sneak Attack (1d6), Thieves' Cant, Feat (Athlete)
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Personality Traits: "Sorry, I got distracted, what were you saying?" - "First we dance, and then we FIGHT!" - "Shall we negotiate?"
Ideals: Honor and Glory to the D'Augustino Family!
Bonds: "I have to protect my people with everything I have."
Flaws: "Please, there's nobody better at what I do."
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Joining the army was never part of Elena's plan. Then again, her plan mostly involved sword practice, dueling, making witty commentary, and getting soused. But the war is on, again, and the D'Augustino family will fight for their people! She'd much rather hold parties and mock her opponents mercilessly.

Zedth |

Interested!
I like the idea of a gritty war-time theme. I'll give it some thought and hopefully I'll have up a submission soon.
GM - I have an existing avatar for a 5e dwarf druid that was briefly in a game that petered out. Would you have any issue with me using that same avatar and reworking his stats to level 1?

Belac93 |

GM - I have an existing avatar for a 5e dwarf druid that was briefly in a game that petered out. Would you have any issue with me using that same avatar and reworking his stats to level 1?
No problem with that. Seems like a cool character.
I can't seem to get past my "bird soldier" mental image into a full concept. I might have to start from scratch. What's the deadline for applications?
You should have time. I don't have a set deadline at the moment, but I'd like to probably start around the 5th or 10th of next month. I also want to give people a chance to see the new UA (if I feel its balanced), in case they want to change their character. I know that has happened to me, and I like UA.
Here is Rook the Hooded, a Drow monk looking to make his name as a Special Forces Operative (AKA Assassin!!)
Cool. Monk assassins are neat. A note that much of this game will be during the day, but I'm sure something could be worked around. I'll try to find a way for you not to have disadvantage a lot. Your characters will be getting a lot of choice in how they proceed, so a night-fighter type thing would be cool.
How should we handle starting wealth? The idea I'm going with doesn't necessarily mesh with the normal starting equipment choices, so should I roll for my class in the thread? Take the average?
You can take average. (so with 5d6 would be 3+3+3+3+3x10, for a total of 150).

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Introducing Riswynn Clanless! She's an exiled dwarf mercenary and battle wizard!
Ability Scores
Str: 15 (+2), Dex: 13 (+1), Con: 14 (+2),
Int: 15 (+2), Wis: 12 (+1), Cha: 8 (-1)
Features & Traits
WIZARD
Arcane Recovery
SOLDIER
Military Rank
MOUNTAIN DWARF
Darkvision
Dwarven Resilience
Dwarven Combat Training
Tool Proficiency (brewer’s supplies)
Stonecutting
Dwarven Armor Training
Saving Throws Intelligence +4, Wisdom +2; advantage on poison saves
Skills (trained)
Arcana +4
Athletics +4
History of stonework +6
Intimidation +1
Investigation +4
Stealth +2; disadvantage
Brewer’s supplies +2
Dragonchess +2
Vehicles (land) +2
AC: 15
HP: 8
Proficiency Bonus: +2
Passive Perception: 10
Speed (ft): 25 ft.
personality I'm full of inspiring and cautionary tales from my military experience relevant relevant to almost every combat situation. I face problems head-on. A simple, direct solution is the best path to success.
ideals Independence: when people follow orders blindly, they embrace tyranny.
bonds I'll never forget the crushing defeat my company suffered or the incompetent leadership that caused it.
flaws I made a terrible mistake in battle that cost many lives - and I would do anything to keep that mistake secret.
Equipment
Scale Mail
Warhammer
Spellbook
Crystal (Arcane Focus)
Traveler's clothes
Explorer's pack (backpack, bedroll, mess kit, tinder box, 10 torches, 10 rations, waterskin, 50 ft. hempen rope)
Dragonchess set
Fishing tackle
Wealth: 11 gp
Languages: Common, Dwarven
Spells
Spellcasting: Save DC 12. Attack Bonus +4. 2 level 1 slots, prepare 3.
Cantrips
Acid Splash
Mending
Message
Level 1 spells
Alarm
Burning Hands
Comprehend Languages
Feather Fall
Magic Missile
Shield
Appearance. Riswynn is a round dwarf woman wearing worn but well cared for armor over sensible traveling clothes. Her red hair is pulled back away from her pale face, which is chiefly marked by her sharp brow and sunken eyes. She carries herself with an air of confident expertise - a professional.
Background Riswynn used to be a proud soldier of Dwarven clan Dankil. In different times she may have been a scholar, but her magical studies became one more tool of war. She served as the arcane support in a company of her literal family, pitting her teamwork and magical might against enemy armies that sought to conquer her mountain home. That all changed when Orsik took command.
Under the recently promoted Orsik, Riswynn’s careful battle plans were subject to this new officer's inane lust for glory over sound strategy. Riswynn did her best to follow orders, but when Orsik’s commands proved to lead into a suicidal ambush, Riswynn disobeyed his commands and managed to keep herself and her sister Helja alive. The rest of the company perished. Despite her heroic actions, Riswynn's disobedience was punished. Her clan name was stripped away and clan Dankil exiled her. She wandered for a while, surviving on odd jobs, until the ongoing war sucked her back in. She now offers her services as a mercenary, taking posts that suit her and don't insist on too many restrictions.

Hedgerow |

Here is Zedth's submission:
Hedgerow, hill dwarf druid, outlander.
I used a couple of place names from Greyhawk in the story, but I can change the names to fit whatever area we end up in.
The dwarf now known as Hedgerow was once known by a different name, though it has been lost to time and likely will not be remembered. The young lad was part of a merchant clan of hill dwarves that made good coin by spearheading trade opportunities between the peoples of Geoff and Ulek, and the many villages between. The young dwarf remembers little of his father, save his fierce devotion to the dwarven god of battle - Clangeddin.
On a fateful day the father's caravan was traveling through the great Dim Forest when they were assaulted by a raiding party of giants. The hill dwarf clan caravaneers were not prepared for such an onslaught and were no match for the invaders. Shoving the young dwarf into the woods, his father shooed him to safety with a few hasty parting words, then returned to the clan to buy his son adequate time to disappear into the forest. The dwarf child ran into the wood with tears streaming down his face, unsure of his father's fate, unsure of where he would go, unsure even of his next meal.
The child traveled all day, finally succumbing to sleep in the nook of a sturdy tree branch. The following lonely day turned into days and the days revealed nothing but unending trees. His rumbling stomach combined with his fierce determination to survive (so that his father had not perished in vain) led him to an inner strength that he never knew existed. There was something about the woods that sparked an inner fire -- a fire that quite literally manifested as flames that erupted from his palm. Not comprehending the 'how', the young dwarf intuitively pointed the flames at a coney hiding under a hedge.
FOOM!
He stood wide-eyed for a moment, staring in disbelief. Not only had he conjured flame from nothingness, but he had sent the flame flying toward an agile target! The inviting savory smell of roast rabbit snapped him out of his moment of clarity, and he dove to the forest floor, thrusting the burned coney into his starving mouth.
A few short minutes later he stood up to regain his bearings but was taken aback as he met the gaze of a sylvan elf bowman who stood a mere ten feet from where he had feasted upon his kill. The elf spoke to him in the common tongue of men.
"What is your name? What are you doing here?"
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He and the elf spent the next several years together. After going back to the boy's father's caravan and finding nothing but burned wreckage and death, Yistlian and the child decided the child's future was uncertain. The elf took the dwarf boy in, adopted him as his own, and taught him the ways of the woods. Yistlian had witnessed the druidic magic used by the boy and knew it was a unique and special opportunity to influence a youth in a profoundly positive way. The elf was an avid ranger but did his best to instruct the child on how to survive in the wild and how to find his center. Yistlian was confident that further druidic power would manifest in time - and he was right.
Named for the place where they first met, the elf began addressing the boy as "Hedgerow", gifting him with a new name to go along with his new life.
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Many years went by and eventually Hedgerow went off on his own, though he never forgot his beloved mentor and adopted elven father. Having heard about increased giant activity and other clashing armies in the region, Hedgerow felt an inner fire burning pushing him in a desire to help. He made contact with a scout group led by a half-elf name Vex, hailing from the nearby city of Hochoch. He made a friendship with several scouts, aiding them with information, tracking, and recent intelligence regarding the movements of giant warriors. It wasn't long before he himself joined the ranks of these soldiers, using his magic and warhammer in a fierce determination to end the forces of tyranny.
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Traits:
Personality: Values other's safety over his own.
Ideal: Liberty. He places utmost importance on self-sufficiency and he suffers no tyranny. He knows that man and beast both thrive under freedom.
Bond: Feels it is his duty to protect the weak from those who would exploit them. Animals and people alike.
Flaw: Tends to react with violence more often than he should.
Appearance: Hedgerow's brown hair has streaks of blonde from sun bleaching and leathery brown skin owing to his extensive time spent outdoors. No one would accuse him of being handsome but he has a rugged strength of determination and confidence that is apparent in his demeanor. His face, chest, and arms are covered in bristly unkempt hair, spilt liberally by many white scars from a life spent working with clawed animals. He is average height and weight for a hill dwarf.
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Magic (+5 to hit; DC 13, Level 1 + Wis 3 = 4 spells)
Cantrips: Druidcraft, Produce Flame
1st: (2/2 slots) Animal Friendship, Cure Wounds, Entangle, Faerie Fire
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Statistics
Hedgerow
Hill Dwarf Druid (of the Moon) 1, Neutral
Init +1; Senses Darkvision, Perception +5
DEFENSE
AC 15 w/shield
HP 12 [HD = d8; HP = 8, +3(Con) +1(hill dwarf)]
Saving Throws Strength +1, Dexterity +1, Constitution +3, Intelligence +1, Wisdom +5, Charisma +0, Advantage on saves vs poison. Resistance vs poison.
OFFENSE
Melee Scimitar +3 (1d6+1); Warhammer +3 (1d8+1)
Ranged Javelin +3, 30'/120' (1d6+1); Produce Flame +5, 30' (1d8 fire)
Ability Scores
Str 12, Dex 13, Con 16, Int 8, Wis 16, Cha 10
Proficiencies
Proficiency Bonus +2
Armor: Light and medium, shields
Weapons: battleaxe, handaxe, light hammer, warhammer, clubs, daggers, darts, javelins, maces, quarterstaffs, scimitars, sickles, slings, spears;
Tools: Brewer's supplies, Herbalism Kit, Musical Instrument - Drum
Saves: Wisdom and Intelligence
Skills Perception +5 (passive 15), Insight +5, Athletics +3, Survival +5
Feats n/a
Racial abilities Darkvision 60', dwarven combat (weapon) training, 25 feet speed, advantage vs poison, resistance vs poison
Class Abilities Cantrips, spellcasting, ritual casting, Druidic Language,
Languages Common, Dwarfish, Druidic, Elfish
Background Outlander. Feature: Wanderer (Can always recall general layout of terrain, settlements, and other features around you. In addition, you can find food and fresh water for yourself and up to five other people each day, provided the land offers sufficient means)
Equipment
Armor: Bear Hide Armor, Wooden Shield
Weapons: Scimitar, Warhammer, Staff, Dagger, Javelin x4
Wearing: Druidic focus (bear claw, wolf tooth, and eagle talon talisman), traveler's clothes
Backpack: bedroll, mess kit, tinderbox, 10 torches, 10 days of rations, waterskin, 50' hempen rope, hunting trap, map case, chalk x6, flask, tankard, healer's kit, oil x2, iron pot, empty sack, signal whistle, brewer's supplies, herbalism kit, drum
Money: pouch with 5 gp

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Ooo! Good time for some backstory!
The first impression any visitor has of the country of Therenger is how idyllic it is. The people are happy. There is little crime. There are few taxes and the touch of the government is light. There are almost no social institutions, and if someone needs a hand they go to their neighbor or house of worship. All hands are made industrious and a fair day's work earns a fair day's pay.
Such an island of stability in a sea of chaos is made possible by the pragmatic decision of the leaders to make a pact with Nekron the Dark Lord. His demonic legions are, after being fettered by overseer-warlocks, given access to the material plane, and are given leave to slay and kill in the service of Therenger's army.
Borak (the title of "Lord" is a military one, denoting an officer of special services, not unlike a warrant officer in other branches) was chosen for a special assignment to work with a new test-case unit formed with Therenger's allies. This decision was made due to his ability to work well with others, and an urge to get him away from the population after his actions in the Battle of Teutoburg Forest. All agreed that his actions gained victory from the jaws of defeat, but the pragmatic actions which gave rise to the moniker "the Despoiler" also necessitated getting him out of the country for a time.

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Oh absolutely. =)
I was sweating bullets just trying to keep it two paragraphs. ^_^
Will try, but can't promise much this weekend, Memorial Day being what it is. (Yeah, this message took me 15 mins to write. ;) But Tuesday I can give you a battle story to write home about.
How long would you like it? Just another two paragraphs?

Rook the Hooded |

Rook grew up deep underground in the Drow city of Tumba-Mori, of Deeping Dark. The city was advanced, by other's standards, and was a shining achievement of the Drow people. It also drew enemies to it like moths to a flame. Wave after wave of creatures assaulted the city over its centuries of existence, and each group was soundly defeated by the superior Drow weapons, tactics and magic. That is until a coalition of Humans, surface Elves and Dwarves combined their powers and collapsed the great cavern the city was located in. Thousands of Drow lives were snuffed out in mere moments, while Dwarven hunter/Killer squads sifted through the rubble to capture any who survived. These captives were handed over to the Humans for trial and those not killed for "crimes against all sentient creatures" were given over to the "tender" mercies of their surface cousins.
Rook grew up in one of the very few Drow Slums located in a number of shallow caves within the Elven Nation. Treated worse than second-class citizens, the Drow are used as expendable servants and soldiers. The Night Squad, an all Drow unit in the command of the elves, is well know for their commando-like raids and many are whispered to be assassins for the Elven Hight Command.
Rook was trained with others in The Night Squad, and took part in many clandestine missions for his elven overlords. His ability has moved him from the rank and file to specialized training within the organization know as the Silent Hand, the elite core of Special Forces troops hand picked from the Night Squad for education in assassination and infiltration techniques.

Belac93 |

Alright. Players:
DoubleGold as Draco the Cleric. A CE dragonborn cleric, willing to do anything to survive.
Reckless Apprentice as Chase Strumhold. A NG human sorcerer, who wants to make the air around him sing. With music, and with fire.
Zedth as Hedgerow. A TN dwarf druid, raised by elves, and in tune with the natural world.
Atlas2112 as Lord Borak the Despoiler. A CE human sorcerer, sent from his kingdom for being too reckless.
Daniel Stewart as Rook the Hooded. A TN drow monk, trained as a drow special forces.
mechaPoet as Riswynn Clanless. A CN dwarf wizard, exiled from her clan for being a hero.
Seems like a good group we got here. Hop over to the gameplay thread to dot, and the discussion for a little while to tell me about what you want out of this game.
If anyone whose character I really like still wants to join before the 10th, post here and I'll consider you. Ragnaganon Thundermountain is in another game, and Elena D'Augustino was going to submit another character, but hasn't yet. I know Jiggy said they were interested as well, and I know they can be slow submitting a character.