The World of Eafphqu: Team "good." (Inactive)

Game Master Hoary and Wizened

Setting Site

Battle Grid

Initiative:

Initiative =
Luna, Jun, Psalm, Nikeisha; BG (Red), BG (Orange), BG (Green), BG (Black); Quint, Hack; BG (Blue), BG (Purple), BG (Cyan), BG (Yellow).


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Quote:
Two very different rogues. Which archetype are you planning on going into? Mine is headed for Arcane Trickster.

Straight Thief for sure, more Indiana Jones than criminal.


4d6 - 1 ⇒ (4, 5, 4, 1) - 1 = 13
4d6 - 4 ⇒ (5, 5, 4, 4) - 4 = 14
4d6 - 2 ⇒ (6, 2, 5, 6) - 2 = 17
4d6 - 1 ⇒ (3, 6, 5, 1) - 1 = 14
4d6 - 1 ⇒ (5, 1, 5, 5) - 1 = 15
4d6 - 4 ⇒ (4, 4, 4, 4) - 4 = 12

4d6 - 3 ⇒ (3, 6, 5, 6) - 3 = 17
4d6 - 1 ⇒ (1, 6, 3, 6) - 1 = 15
4d6 - 1 ⇒ (3, 1, 6, 4) - 1 = 13
4d6 - 3 ⇒ (3, 6, 5, 4) - 3 = 15
4d6 - 1 ⇒ (1, 3, 5, 3) - 1 = 11
4d6 - 2 ⇒ (3, 6, 2, 3) - 2 = 12

4d6 - 3 ⇒ (5, 5, 5, 3) - 3 = 15
4d6 - 2 ⇒ (6, 4, 2, 6) - 2 = 16
4d6 - 3 ⇒ (5, 6, 4, 3) - 3 = 15
4d6 - 2 ⇒ (2, 4, 5, 5) - 2 = 14
4d6 - 1 ⇒ (2, 3, 2, 1) - 1 = 7
4d6 - 1 ⇒ (1, 1, 6, 6) - 1 = 13


Hi Venssa! :D

Mishima, I am open to discussing backgrounds that are not in the core books. In fact I allowed Drun of Saxwyn to take the Outcast background, because it fit so well with his character, and as far as I can tell there's nothing in a background that is game-breaking. Did you mean this archaeologist background? If so, I like it, and would be very open to you using it modified or not, as long as the character concept lead to some excellent role-play! :)

To everyone, I've done a bit of fiddling with the google site, so let me know if anything got broken. I did a bit of research and found out that broken image icons can be something as simple as taking the "s" out of https links... So I tried that. Let me know if that helps, or if I broke anything.

Again, loving all the submissions and interest. -Roscoe- you've got some really intriguing numbers in those arrays to play with, once the lowest get dropped. I'd almost lean towards the second array... That's just me though.

Also wanted to let everyone know that just because two characters are the same class doesn't mean they both can't get in. I'll make my final decisions much more based on narrative backgrounds, role playing potential, and a pinch of my own judgement of character, much more than just "is this a good party." Also, I'm not opposed, if there's enough interest, to running two separate groups. It hadn't crossed my mind before now, but it is definitely a distinct possibility, if that many quality submissions come in.

Let me know if any more questions pop up. I'll be around. :)


Updated with inventory. Complete crunchwise.


Oh, just saw this

Gomdebo wrote:
Here is the character, getting inventory together still. I had a question about languages, I would like her to be fluent in an ancient language of Iewiuf and wasnt really sure what would be appropriate there. Also, I made the PHB Sage background work, just switched out the skills.

Awesome! Glad that works for you. About the language, the most ancient languages would be dead languages, like ancient Elvish or ancient Dwarvish. There might even been some books about those languages buried deep in secret libraries... :D I'd be fine with you picking something like that, and you could even come up with a term or name for it as you desire. That's an excellent part of how the characters can help me build this world!!!

Liberty's Edge

Stormstrider wrote:
Jace Nailo wrote:

Potentially interested. Will roll for stats just to see what I get.

4d6 ⇒ (1, 6, 4, 2) = 13
4d6 ⇒ (1, 1, 1, 1) = 4
4d6 ⇒ (4, 4, 4, 4) = 16
4d6 ⇒ (6, 5, 4, 3) = 18
4d6 ⇒ (2, 2, 1, 1) = 6
4d6 ⇒ (1, 1, 5, 2) = 9
12, 3, 12, 15, 5, 8
I think those stats actually cause my brain to hurt when I look at them! DEFINITELY hurts my gamer's heart!

Yes, they are quite horrible. It is hard to get a total ability score modifier of -3 when rolling 4d6 drop the lowest.


Cool, I'd love to flesh out an ancient civilization as we go. Here's a bit more background narrative to expand on the basic story:

They learned of it by omen. A collapsed passage killed a Blackbuster clan brother, letting in a rare shaft of moonlight from the untouched world above. It was the light's reflection in his blood that told Gomdebo's tribe of the "cursed with copperheaded snake braids", a medusa. Interpreted as divine command, a necessary fight to ensure the longevity of clan, they sought its lair with weapons of dark flintstone and reflective bronze.

Gomdebo was the most forward scout of the Blackbuster, not because of keen eyes but because of her keen mind; she was a fast navigator and complex problem solver. In those ancient days, the stone caverns surrounding her ancestral home (the alexandrite city of Stalwolv'Slab) were still raw, and wound with the chaos of creation. Sometimes in a fit of memory the walls would shift in color, but Gomdebo could always decipher the infant patterns of metals, learning to use them to her advantage.

There were two things that decided her fate, a plan and a risk. The plan ultimately hinged on her clansmen delivering a hot bucket of enchanted magma, to turn the sands of the medusa's lair into quartz that might mirror her gaze. She was to scout the upper cavern for a flue to pour down the reactive slag. An unforseen watery channel threatened to drive the temperature too low, and she knew the unstable quartz would shatter uselessly. At the last moment she strove to drive off the water's flow, but her risk was the noise she made as her hammer broke stone. It was in that moment the medusa found her, and Gomdebo was frozen in time.

She wouldn't know that as the millenia passed, it was that redirection of the natural flow that would also work to preserve her, the water delivering silt and clay armored her fossil from time. Kingdoms came and went, and the saplings of the Mourning Forest budded for the first time far above.

2000 years later, Archmage Leodak would come at last to understand the strange organic polymer constituting petrification, and knew how to divine its location by Name. He had been locating others that had fallen in an attempt to expand the historical resources of his Order. Most were partially deformed or missing limbs and died instantly from the shock of revivication, but Gomdebo was in excellent condition and strong of spirit. She gasped a foreign tasting breath again there in the lower wards of Byrthelm, surrounded by beautiful works of art and magic beyond her comprehension.

In the early days she was gullible and did not question the Order's authority, picking up the languages of the world and transcribing her tales of the alexandrite city. The more knowledge she accumulated however, the more aware she became of the ulterior motives behind her patron...the more distasteful their lack of empathy became. Leodak would not let her go freely after so much trouble, so she seeks an escape...turning even to the Shades for guidance.


Starting Funds 4d4 ⇒ (1, 3, 4, 4) = 12 x 10 = 120gp

Would there be any issues with a Warlock with the Archfey Patron?


(Sylphreni here.) :) Ended up going with a Wizard, just seemed to fit better. Took a few liberties with the backstory, but with the stats I rolled it made since to me he might still be a kid by Elven standards. Let me know if you'd like any changes/have any questions, and thanks for the consideration!

Ashrie VanShorn
Male Wizard 1 (School of Necromancy)
LN Medium High Elf / Humanoid (Elf)
Init +3; Senses: Perception +2

==DEFENSE==
AC: 13
HP: 7 (1d6+1)
Prof. Bonus: +2
Armor:

==OFFENSE==
Speed 30 feet
Spell Save DC: 14
Spell Attack Bonus: +6

==SPELLS==
Cantrips: Chill Touch, Mage Hand, Minor Illusion, Prestidigitation
First Level: Shield, Ray of Sickness

==STATISTICS==
STR 5, DEX 16, CON 13, INT 19, WIS 11, CHA 6
Feats:
Skills: Arcana +6, Investigation +6, Perception +2, Medicine +2, Religion +6
Class Features: Arcane Recovery
Languages: Common, Elven

==EQUIPMENT==
1 Spellbook
1 Quarterstaff
1 Component Pouch
1 Scholar's Pack
1 Herbalisim Kit
1 set Common Clothes
105 gp

Background: Hermit
Personality Trait: I'm oblivious to etiquette and social expectations.
Ideal: If you know yourself, there's nothing left to know.
Bond: I'm still seeking the enlightenment I pursued in my seclusion, and it still eludes me.
Flaw: I harbor dark, bloodthirsty thoughts that my isolation and meditation failed to quell.

Backstory:
Living on the fringes of Aldel lends itself to a rather solitary life. For Ashrie VanShorn, this proved preferable to him then the tedium of the Elven cities. Throughout his formative years, Ashrie spent much of his time learning the forest and its inhabitants. During this time, Ashrie came to know a human woman who lived in the plains to the South of the forest, Shalla.

Shalla was a bright woman who took a vested interest in the young Ashrie. More of a mother figure, Shalla's door was always open to Ashrie weather he need a place to lay his head for the evening, stop for a meal, or just catch a bit of conversation, Shalla was always there for him. Sadly however, as with all things, time caught up with the two acquaintances.

Shalla being the human woman she was, aged much faster then young Ashrie, and as he rounded into his 80th year, Shalla took ill. Ashrie watched over the span of a week as his good friend slipped away from this plane of existence. As her eyes closed, and they whispered their goodbyes, Ashrie was moved to action. What good was it to have access to the Old Magics, and not be able to help those you love he wondered? In a last ditch attempt to save his friend, Ashrie summoned forth the Old Magics, willing his friend to rise again…. After several minutes of anticipation, Shalla began to stir, but it wasn't the same Shalla that Ashrie had come to know it care for…. It was something different, something monstrous…. Ashrie left the small cottage, tears streaming down his face, screaming in terror.

It's been three years since the incident, and young Ashire is still too afraid to return to the forest. Too scared to return to the cabin, where Shalla once resided. Ashrie now gets by on his own, moving from town to town. A social recluse, forced to see more of the world then most young elves would. Ashrie has learned to keep to himself, and to only call upon the Old Magics as a last resort….. Anything else and the monsters might come back.

Gold Roll: 4d4 ⇒ (1, 4, 4, 1) = 10 x10 = 100


Here is my submission. Boddynuck is a Forest Gnome Wizard accompanied by his raven familiar and various other friends.

I took the Folk Hero as my background but somewhat modified it. Swapped Animal Handling for Stealth since the latter made much more sense to me as a forest gnome.

Also took slightly different ideals, flaws and bonds

Note - The usual stuff (hit points, etc) IS in my profile but doesn't seem to be showing up. I'm guessing Paizo is broken again


So we have two rogues, two wizards, two monks...

Might have to make this two parties running in parallel. It would be cool to have two tables that operate independently but sometimes run into each other. Maybe some friendly competition...


Boddynuck, the stuff in profile never shows up in Recruitment threads for whatever reason. Only Gameplay and Discussion threads.


That's by design Mishima.


JonGarrett wrote:

Starting Funds 4d4 x 10 = 120gp

Would there be any issues with a Warlock with the Archfey Patron?

No, no problem whatsoever. I'd welcome it. ;)

Gomdebo, wow! Love it.

Ashrie/Sylphreni, love what you've come up with. Playing a young elf hermit wizard with a 5 STR and 6 CHA, with zero social etiquette, and harboring deep dark secrets, has so much potential for narrative content! :)

Boddynuck looks like a lot of fun to play as well, and I think his graduation from the Arcane Order could play really well into the opening story! :D

Loving all the submissions! Keep 'em coming, and yes, the current make up of submissions does lend itself well to two separate groups. I'll have to give that some serious thought while we wait for all the submissions to be finalized, and to see if any new submissions come in throughout the week.


For those who haven't made a character yet, we could really use some healing magic. It's a little worrying that nobody has expressed interest in a cleric, and the one person who mentioned a class that has healing spells has now submitted a wizard instead.

Looks like Clerics, Druids, Bards, Paladins and Rangers all have healing magic available. The short rest system does allow for some recovery without healing magic, but operating without a character who at least has healing magic as a backup option is dangerous.


whosawhatsis, you forgot about the paladin submission Drun of Saxwyn and about the barbarian submission Shenkt "Hack" Corchran. Though I do agree, that a couple characters with healing magic would definitely improve survivability chances...


Rolls:
4d6 ⇒ (4, 2, 2, 3) = 11
4d6 ⇒ (2, 6, 1, 1) = 10
4d6 ⇒ (1, 1, 2, 5) = 9
4d6 ⇒ (5, 6, 4, 1) = 16
4d6 ⇒ (4, 4, 6, 5) = 19
4d6 ⇒ (1, 4, 4, 3) = 12

4d6 ⇒ (4, 6, 3, 2) = 15
4d6 ⇒ (4, 2, 1, 6) = 13
4d6 ⇒ (6, 3, 5, 3) = 17
4d6 ⇒ (2, 2, 2, 6) = 12
4d6 ⇒ (2, 6, 2, 1) = 11
4d6 ⇒ (5, 6, 1, 4) = 16

4d6 ⇒ (1, 3, 2, 1) = 7
4d6 ⇒ (3, 6, 5, 5) = 19
4d6 ⇒ (5, 1, 2, 2) = 10
4d6 ⇒ (6, 2, 5, 6) = 19
4d6 ⇒ (4, 6, 1, 4) = 15
4d6 ⇒ (6, 3, 1, 5) = 15

6, 16, 9, 17, 14, 14 it is. Probably gonna be rolling up a bard since it looks like the healing would be useful and I like skill monkeys from a mechanical stand-point.

Silver Crusade

whosawhatsis wrote:

For those who haven't made a character yet, we could really use some healing magic. It's a little worrying that nobody has expressed interest in a cleric, and the one person who mentioned a class that has healing spells has now submitted a wizard instead.

I dithered for a ridiculously long time between a wizard and a bard :-). Maybe I should have chosen the bard instead :-(


A barbarian doesn't change my point unless they somehow get healing magic in 5e, but I did miss the pally. Looking again, we actually have two of them as well, with Lindaer Elyrien. That helps.

A thought I just had is that it might be interesting to divide up the characters into two groups that are intentionally different makeups. One could be the righteous warriors, while the other is the sneaky under-handed types. For example:

Group 1 would include:
Drun of Saxwyn (pally)
Both monks
Ashrie VanShorn (wizard)

Group 2 would include:
Both rogues
Boddynuck (wizard)
Shenkt "Hack" Corchran (barbarian)

It would make more sense thematically to have the second pally in group 1 and add a bard or ranger trained in Stealth to group 2, but you might want to put him in group 2 if there are no more suitable submissions. (Edit: looks like
Aiden Ramish is planning to roll up a suitable character.)

Even if group 2 didn't have a healer, having a group comprised entirely of characters trained in stealth could also significantly improve survivability, and would likely result in very different play styles for the two groups. The groups could easily be put in a position to end up in a friendly or not-so-friendly rivalry with one another, or both groups could be given the same mission in separate copies of the world, and their very different compositions would ensure that they go about achieving that mission very differently.

Just a thought.


Cool more 5e games.

Is there a submission deadline?

4d6 ⇒ (5, 3, 6, 2) = 16-2=14
4d6 ⇒ (5, 2, 6, 3) = 16-2=14
4d6 ⇒ (5, 1, 6, 5) = 17-1=16
4d6 ⇒ (1, 5, 5, 1) = 12-1=11
4d6 ⇒ (5, 1, 3, 6) = 15-1=14
4d6 ⇒ (6, 2, 5, 1) = 14-1=13

4d6 ⇒ (2, 4, 3, 6) = 15-2=13
4d6 ⇒ (4, 3, 1, 4) = 12-1=11
4d6 ⇒ (3, 6, 2, 2) = 13-2=11
4d6 ⇒ (2, 5, 1, 4) = 12-1=11
4d6 ⇒ (1, 5, 4, 6) = 16-1=15
4d6 ⇒ (1, 5, 1, 2) = 9-1=9

4d6 ⇒ (1, 4, 1, 6) = 12-1=11
4d6 ⇒ (4, 5, 4, 5) = 18-4=14
4d6 ⇒ (3, 6, 5, 5) = 19-3=16
4d6 ⇒ (3, 4, 4, 4) = 15-3=12
4d6 ⇒ (6, 5, 2, 1) = 14-1=13
4d6 ⇒ (3, 5, 1, 1) = 10-1=10

That 1st one looks solid.

What to do?

The Exchange

Well the pally I’m making will be trained in stealth, so group 2 would fit.


Lindaer Elyrien wrote:
Well the pally I’m making will be trained in stealth, so group 2 would fit.

True, but what's your alignment? I guess 5e doesn't actually have alignment restrictions for certain classes, but part of my division of the groups was the assumption that everyone in group 1 would be lawful (or at least non-chaotic) and everyone in group 2 would be non-lawful. In pathfinder and other editions, having a pally in a party full of roguish characters could put a real damper on things (or at least make that character an outcast in a lot of situations), but I guess that's not necessarily the case in 5e.


MendedWall12 wrote:

Welcome one and all to a new venture for me.

I'm still very new to 5e and one of the games I'm playing in has me lost and the other is almost entirely devoid of roleplay, so I'm very interested in this. I will do the stat roll arrays and I'll need a little bit of time thinking of what I'd like to play. I'm going to need to read through the documents.

:)

Array One
4d6 ⇒ (3, 6, 1, 3) = 13 12
4d6 ⇒ (1, 6, 3, 5) = 15 14
4d6 ⇒ (1, 4, 3, 2) = 10 9...
4d6 ⇒ (5, 4, 6, 6) = 21 17!
4d6 ⇒ (2, 5, 2, 2) = 11 9...
4d6 ⇒ (6, 6, 4, 4) = 20 16!

Array Two
4d6 ⇒ (4, 1, 5, 2) = 12 11
4d6 ⇒ (6, 4, 5, 5) = 20 16!
4d6 ⇒ (4, 2, 1, 4) = 11 10
4d6 ⇒ (6, 4, 5, 4) = 19 15
4d6 ⇒ (4, 2, 5, 5) = 16 14
4d6 ⇒ (5, 2, 3, 1) = 11 10

Array Three
4d6 ⇒ (1, 3, 2, 3) = 9 8...
4d6 ⇒ (6, 6, 4, 5) = 21 17!
4d6 ⇒ (5, 2, 6, 2) = 15 13
4d6 ⇒ (3, 1, 2, 5) = 11 10
4d6 ⇒ (5, 4, 1, 5) = 15 14
4d6 ⇒ (4, 1, 3, 1) = 9 8...

Conclusion
Of the groupings, I think the first array is probably the best. I will look over the different 5e concepts and see if there's something I'd like to play.

Observations
Playing a paladin in a group with rogues isn't by default a bad thing. That is, unless you want to roleplay the 'Dick' paladin (otherwise known as the WH40k space marine... HERESY! *smites party*). Paladins can be tolerant of the party member's choice to live their lives that way, but still disapprove. That can mean that *after* the rogue does his roguey thing, he might lecture the man on living a pure life. He might instead simply ask them to attend sermons. Or, my favorite is that your paladin can choose to lead by example, and understand that adhering to such a righteous life is extremely hard and be understanding of others taking the low road once and a while.

I'll be back with my thoughts. If I can, I'll add them below this line via Edit. If not, I apologize for the sequential post.
-----------------------
Here's my bard! He's able to do healing and inspiration to aid in combat, and he's not a slouch there either!

Baen "The Brave" Cobbleson
Male Human Bard 1
Medium humanoid, neutral good

--------------------
Armor Class 14 (leather armor)
Hit Points 10 (1d8+2)
Speed 30 ft.
--------------------
STR 10 (+0), DEX 17 (+3), CON 15 (+2), INT 10 (+0), WIS 13 (+1), CHA 18 (+4)
--------------------
Saving Throws Dex +5, Cha +6
Skills Animal Handling +3, Insight +3, Performance +6, Persuasion +6, Survival +3
Senses passive Perception 11
Languages Common, Elvish

Actions
--------------------

Dagger. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20 ft./60 ft., one target.
Hit: 1d4+3 piercing damage.

Rapier. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
Hit: 1d8+3 piercing damage.

Unarmed Strike. Melee Weapon Attack: +2 to hit, reach 5 ft., one creature.
Hit: 1 bludgeoning damage.
--------------------
Baen Cobbleson was the son fo a cobbler, who was the son of a cobbler, and so on for the last three generations. Their riverside village lied in the Province of Westwatch, kept safe by the small but rugged militia and occasional patrols from the capitol. Baen was running a delivery of boots to the militia captain when he discovered that bandits had snuck into the building and were poisoning the troops there to prevent them from stopping the bulk of the bandits from taking over the town.

Baen inadvertently disrupted their plans, but the damage had still been done. With most of the men out of commission, he had promised the remainder that he would stand with them in defense of the town. He went out and gathered everyone he could. Giving a rallying speech, and passing out the disabled militia's weapons, he helped lead them in stopping the bandits long enough that they gave up on their attempt to capture the village.

Later on, he discovered that there was a very richly burdened trade ship coming by the village that the bandit's leader desired to capture. He never found out who the leader was, but the leader had heard tell of Baen's interference. Temporarily thwarted, the bandit lord had retreated to let the heat die down, but has sworn to teach Baen a lesson... The permanent kind.

Baen has since then been lauded as a hero among the regular folk, and due to the fact their village was on the river's edge the word had spread quite quickly. He has since then put the as a cobbler aside to instead use his recently discovered abilities of influence and good cheer to help others in the nearby villages and regions.

He's currently on his way to Castle Redwood with a formal request from the militia for reinforcements and better equipment from the republic's actual military forces.

Equipment Dagger, leather armor, Rapier, backpack, bedroll, candle (5), clothes, costume, clothes, costume, disguise kit, rations (5), viol, waterskin


dot.


On another note, how are Rydwyrna and Tradebay City related to one another geographically? I'm trying to figure out if it makes sense to work Tradebay into my character's backstory or not, and if so, how he would get to Rydwyrna from there. The "why" part is easy, given what Mended already knows about the inspiration for my backstory, I'm just trying to figure out how feasible the "how" part is without also working in a copy of Rhetoric and Logic :)


Ok, well this history is becoming a bit long, so I have created a Part One and soon a Part Two.
Part one deals with young Drun's growing up in the orcish caves and the coming of the warrior who changed his life. Part Two goes from his escape to the coming of civilization and his training as a Paladin of Saxwyn. Will try to get Part 2 done soon, but just wanted to get something up for now for you to look at and see if I am going in the right direction.

Thanks

The History of Drun of Saxwyn - Part One:

Part One

The mountains of Thgol’d’rak is an inhospitable land of cold peaks, deep crevasses and silent forests. Also known as Orc Hold, the land is the perfect homeland for the savage and barbaric clans of Orcs who inhabit the many vales, caves and peaks. Into this land the half-breed Drun was born.
Born of a raid on a small human village, Drun’s mother was taken as spoils and was passed around the tribe until she became pregnant. She died in childbirth, as most human woman do…they are not equipped to birth such robust offspring. And so, in blood and death was Drun brought forth into the world of pain, anger and confusion.
The discrimination began in the crèche where he was kept from the other young orcs. The pure bred would take the youths food, beat him and generally make his life miserable. For years he was the punching bag to these ‘superior’ orcs. It was not until he had turned 9 that he could finally fight back, and he was savagely beaten for it. It was a lesson the youth took to heart, and even though he grew to be stronger than most of the others in his age-group, he had learned to take the lashings and bullying without striking back. He became so stoic in the face of this discrimination that some of the clan’s shaman began to take an interest in the half-breed.
He was taken from the age-group he had been with since his birth and instead was forced to be on his own and at the beck and call of the shaman. He cleaned, hunted and fought only at the shaman’s command. He was tasked with watching the clan’s prisoners and watching during the “interrogation” sessions the unfortunate beings would find themselves in. He was also forced to work in the tanning pits; scraping and stretching the various skins the hunters brought back. With only the occasional thrashing, the young half-orc was left mostly to his own devices…and perhaps this was the start of his heretical thought.
Even before the prisoner was brought in, young Drun had began to question the ways of his people. The idea of ‘might makes right’ did not sit well with him. Much that was useful was squandered, much that was unnecessary was lauded, and throughout it all, the cruelty and hatred tainted everything and everyone. He had many questions, but no one to give him guidance, until HE came. The prisoner was in a group of surface dwellers who had attempted to destroy a neighboring clanholt. Like most other clans, his waited until the enemy had expended itself on their relatives before swooping in and capturing and killing the exhausted adventurers. In this group was one who even Drun could see was special. He was as wounded and dirty as any of the others, but unlike them he did not look defeated, but rather resigned to his fate. Many trips this warrior took to the workshops of the Shaman and after each secession Drun was commanded to keep him alive. It was during these times alone with the warrior that Drun began to feel how truly wrong what his people were doing. This warrior had done nothing to him or his clan, but they still took glee from his pain and suffering. It took Drun many days to realize that the warrior was speaking to him after each trip to the shaman. His orcish was very poor, and Drun’s common was not much better, but he started to listen to what the human had to say. He was telling Drun about his life and how he was chosen to become a solder of the goddess Saxwyn. Little by little the orc lad was drawn out to learn more of this man and his beliefs. It was almost a week before he noticed that the man was somehow healing himself. Drun did not know what to think of this, and finally ask the human why he was doing this. If he simply lets the wounds overwhelm him, he could join his Saxwyn in, what sounded like, a wonderful afterlife. The paladin, as he called himself, told Drun that he had a duty to teach those his goddess had marked as special, and Drun was one of those!
Shocked, the half-orc fled the cell and it was 2 days before he could return to seek out the warrior, but it was too late..he was dead. The grief and sadness took Drun by surprise and he sought out the body in hopes it had not been already butchered for the cook pot. He discovered the body in the larder, and before he could think too much about what he was doing, he took the body. He also discovered some of the human’s gear, a strange piece of clothing that looked like it went over his armor, and a small medallion with the same odd design as was on the cloth…. a red shield with a sword behind. He took these things, along with the body and fled the caves. He was stopped only once, and with the deception born from years of hiding his true feeling, he was able to bluff his way past the guards and into the mountains. For 2 days he hiked eastward, until he felt a strange pull that brought him to a sheltered alpine meadow covered with flowers. It was here that he created a cairn for the fallen warrior and used the odd scrap of cloth as a pennant to make the noble paladin’s resting place.


BTW whosawhatsis, my character can heal as well.


Baen's other information. The timer ran out before I could add this to the standard hero lab output!
Spells
Save DC 14 Spell Attack +6
Cantrips: Prestidigitation, Vicious Mockery
1st Level (2/day): Cure Wounds, Healing Word, Heroism, Thunderwave

Background and Personality:
Background:Folk Hero!
Since you come from the ranks of the common folk, you fit in among them with ease. You can find a place to hide, rest, or recuperate among other commoners, unless you have shown yourself to be a danger to them. They will shield you from the law or anyone else searching for you, though they will not risk their lives for you.
Trinket: A flute that, when played, makes the sound of a random instrument, though never a flute.
Personality Trait: Confident - I am confident in nature and try to instill confidence in those around me.
Personality Trait: Trouble - I'm always ready to lend a hand to those in trouble.
Ideal: Sincerity - There is no point in pretending to be something that I am not. Nothing good can come of that. I was raised by simple folk and find being duplicitously uncomfortable.
Bond: Worked - I will protect the land that I worked and that I love.
Flaw: Tyrant - I have offended a bandit lord whose
plans were thwarted by my actions. He has active
bounties on my head.
Tyrant - I stood up for myself and others against a
tyrant's agents. The bandit lord sought to use my village
as a staging point for an ambitious raid on a particularly
well-loaded trade ship traveling the River Republic.

Proficiencies & Languages
Languages Common, Elven
Tools Cobbler's tools, drum, flute, viol.
Skills Animal handling, insight, performance, persuasion, survival.


Crunch:
Tavir Nethuani
Male Bard 1
CN Medium Half-Elf / Humanoid (Elf)
Init +3; Senses: Darkvision; Perception +4

==DEFENSE==
AC: 14
HP: 10 [1d8+2]
Prof. Bonus: +2
Saves: Dex & Cha
Armor: Leather Armor [11+3]

==OFFENSE==
Speed: 30 feet
Spell Save DC: 14
Spell Attack Bonus: +6

==SPELLS==
Cantrips: Vicious Mockery & Prestidigitation
First Level: Dissonant Whispers, Faerie Fire, Tasha's Hideous Laughter & Cure Wounds

==STATISTICS==
STR 6 [-2], DEX 17 [+3], CON 14 [+2], INT 10 [0], WIS 14 [+2], CHA 19 [+4]
Feats:
Skills: Acrobatics [+5], Deception [+6], Intimidation [+6], Perception [+4], Persuasion [+6], Slight of Hand [+5] & Stealth [+5]
Class Features: Bardic Inspiration
Languages: Common, Elven, Halfling

==EQUIPMENT==
- Rapier
- Dagger
- Leather Armor
- Flute
- Small Knife
- Map of Tradebay City
- Pet Mouse [Wink]
- Set of Common Clothes
- Money Belt Pouch [GP: 10]

Entertainer's Pack
- Backpack
- Bedroll
- Costumes x2 [Noble's Attire & Page's Tunic]
- Disguise Kit
- Waterskin
- Candles x5
- Rations x5

Background: Urchin
Personality Trait: I ask a lot of questions.
Ideal: I'm going to prove I'm worthy of a better life.
Bond: I escaped my life of poverty by robbing an important person, and I'm wanted for it.
Flaw: Gold seems like a lot of money to me, and I'll do just about anything for more of it.

Background:
Tradebay City is a wonderful place where you can buy anything your heart desires, if you have the gold to afford it. Growing up an orphan in the city Tavir most certainly did not have the gold to afford a comfortable life with access to the various goods and services the shipping industry attracted. Tavir might not have survived life on the streets were it not for Uncle Horval, a halfling man who watched over a number of street urchins in the city. The man obviously wasn't uncle to any of the kids but the older kids called him that and by the time Tavir was old enough to really think about it he no longer questioned it. Horval was not a gentle man, he was manipulative, demanding and blunt. But he taught all the kids under his wing that sometimes you had to be tough if you wanted to survive. He showed them how to fend for themselves. Horval was a master of disguise. He would often go out with the children, appearing to be a small human child, and showed them how to pick marks likely to beg for coins from. And how to slit the pockets of a mark that wasn't paying enough attention while the beggar distracted them. He told them that gold makes the world go round and that while the rich at times guard it jealously, they were also more likely to spend frivolously to amuse themselves. So he taught them how to be amusing.

Tavir was scrawny as a child, partly due to his elven side, partly just due to the fact that food wasn't exactly plentiful. He wasn't good at the hard labor side of things. Acting like a street tough and the like just didn't come as naturally to him. But he was clever and would soak up anything Horval felt like teaching him. So he learned to be entertaining, he found a mostly hollow wooden branch and turned it into a crude flute. He would play for passing nobles or tell stories he made up on the spot. Tavir was a fantastic liar and beggar. So while he wasn't always strong enough to make a run for it after a purse was stolen he could often sob convincingly enough to get let off the hook if they were caught. But people took less and less pity as he grew older. After all, who cares about a starving teenager, its hard enough to pity a small child with his ribs sticking out. After one particularly bad beating by the city watch when he got caught being distraction for another thief he decided he needed to go about things differently. He had been saving up some of his money for a while, just so that he could afford to not get out and beg for a couple days. After thinking about it for a bit he finally took a chance and spent all of it on a fine tunic like the young pages, messenger boys and various apprentices around town wore. Then he began to plan out his story.

The next day he entered a merchants shop, his eyes red as though he had only recently been crying. He explained that he had been robbed on the way over, and the money stolen from him that was suppose to buy some bread from the bakery to take with him. Starting to cry again now he explained that he would likely lose his apprenticeship over it. The bruises were still fresh on him, although they were from the guards the day before, the woman running the shop took pity on him. She handed him a loaf of bread and even a few coppers as his "change" and told him to be more careful next time. As soon as he was out the door he broke into a grin. Over the next few years he refined his stories and worked around the city so that his face wouldn't be recognized too much. He made more disguised and telling tall tales to people than he ever had as a simple thief. And something about it just felt so right. Perhaps his fey heritage calling out to him, but he seemed to be buoyed by the trickery and deception. People laughed just a bit harder at his jokes than they should and his words cut deeper, affected people more profoundly than was normal. Although at the time he didn't know it, that was the start of his magic awakening within him. He would unconsciously hone that skill for quite some time before realizing exactly what it was he was doing.

That confidence ultimately cost him though. He grew exceptionally confidant when he was eighteen and managed to infiltrate a party among several high class merchants while disguised as lesser nobility. He was able to steal a number of valuables but was ultimately caught by the head of the guards. He fled from the mansion but the next five days were spent in hiding and the commotion showed no signs of dying down. He eventually had to escape Tradebay City by bribing his way onto a foreign boat headed towards Rydwyrna. He would eventually discover that the party he had stumbled onto had been thrown by one of the more powerful merchant guilds in the city and he had stolen the personal belongings of one of the most influential dwarven merchant clans. Including, though he didn't realize it when he shoved it into a bag, a gilded cage housing a small white mouse. When he discovered this he tried to set the mouse free but he just seemed to stare up at him, wink and then crawl up his pant leg then into his pocket. Having never had a pet before, Tavir decided he might as well keep the creature since it seemed to like him and he felt bad about the idea of just tossing it off the ship.

Rydwyrna is a massive city and it has taken Tavir several years to get a good feel for it. He has set himself up as a traveling storyteller, spreading completely fabricated tales for the listening ears of adventurers and commoners alike in taverns and ale houses all over the city. On the side he has kept up his skills at various acts of skulduggery but he has been much less daring and arrogant after being run out of town. He has even managed to grow a bit of a goatee that helps his face look slightly less elven and angular so that on the extreme off chance someone from Tradebay City were to see him they wouldn't associate him with the man who stole from the merchant guilds all those years ago. But perhaps the biggest benefit to living in the big city of Rydwyrna is the fact that he managed to find someone who could tell him a bit more about his magic. The bardic enchantments he unconsciously weaved with his stories were able to be shaped to more specific and potent purposes with his training. He was able to pick up enough of these tips to work out a lot of the basics on his own, always with an ear open for a new story or tale from adventurers. After all, it was always nice to trade fake information for something real and useful. But he has reached a bit of an impass. There is only so much you can learn from tavern and bar gossip. As a storyteller he lives a bit more comfortably than he ever did on the streets. Yet he has seen how the nobility and wealthy merchant class lives and he longs for that easy life as well. Tavir wants more and is eager to do whatever it takes to find it.


Vrog Skyreaver wrote:
BTW whosawhatsis, my character can heal as well.

Ah, missed that one, too. So, if my count is right, as of now we have:

3 bards
2 rogues
2 wizards
2 monks
2 paladins
1 barbarian

For a total of 12 characters, plus whatever gnomezrule comes up with.

Probably plenty of healing available now. If Mended wants to accept all of these characters, he might have to split us into 3 parties...


Suddenly, BARDS AS FAR AS THE EYE CAN SEE!

The Exchange

For this paladin, I’m thinking chaotic good, with emphasis on good. Still reading primer, but I’m thinking of having him be a tradesbay native and reformed thief. Now a follower of Amren, he seeks to atone for his past crimes.

Still fleshing our details, and coming up with background crunch. Will have it done by Sunday, I think.

Should make for a good rogue substitute in the lawful good party.


whosawhatsis wrote:
or both groups could be given the same mission in separate copies of the world, and their very different compositions would ensure that they go about achieving that mission very differently.

I had this exact idea myself. Especially since it would really help in the creative process of "filling up" the world. The two groups might take completely different routes and means to accomplish the same task, forcing me to explore more areas of Eafphqu more quickly.

On your question about Tradebay City and Rydwyrna. Can you see the main map on the site's homepage? If so, you should see Tradebay City on the western coast in the bay called The Shallows. Rydwyrna isn't marked on that map, but Castle Redwood, which is the fortress at the heart of Rydwyrna is. They are basically on complete opposite ends of the continent of Iewiuf.

Lindaer Elyrien... I LOVE the idea of a former criminal turned paladin with proficiency in thieve's tools. The role playing potential there is off the charts. A champion of Amren, seeking to do good for the realms, but occasionally having to use skills he learned while doing the exact opposite? Wonderful!

Welcome Aiden Ramish, Gnomezrule, Rungok/Baen the bard, and KingHotTrash! Thanks to those that already submitted. Looking forward to new submissions from those that didn't. (Aiden, that background for Tavir is elaborate, and awesome!)

Gnomezrule, no, I have not put a deadline on character submission, and have said I plan on waiting well into this next week (to allow those on holiday for Thanksgiving the opportunity to see the game and make a submission as well). So please, take your time and come up with something you'd love to play.


Okay, just for everyone's information. I was able to successfully copy the entire google site (handy feature, thanks Google) over to a new site. This would allow me to run two separate groups in the same world, and yet keep their lore separate. Meaning I can upload maps and character files to each site separately thereby not causing confusion for either group, should I decide to go that route.

Looking at all the submissions, I do have to say, I'm not keen on running three groups. More than likely that means some people will be disappointed because I'll have to make the difficult choices about who is in, and who is out... Thankfully there's still a lot of time before I need to make those decisions and you never know what might happen between now and then. I could change my mind and decide three groups is feasible. Weirder things have happened. :D

Keep 'em coming!

The Exchange

1 person marked this as a favorite.

Glad you like the concept!

Background

The half-elf sat in silent meditation. All around him the hustle and bustle of the city faded away, replaced with a forced peace. The paladin had his hood up as he sat alone in the tea house. His drink was cold on the table. His clothes were that of the common man, though they were dark enough to blend into the night. His backpack under his chair. In it was a crowbar, his old thief tools, and some rope. Tucked away out of easy sight were a row of daggers, and a rapier hung from his belt. And finally, there was his shield. More of a vambrace, really. On it was the most color on him, the holy symbol of Amren.

The half-elf hadn’t always worn the symbol of the greatest of Gods so openly. In fact, we’re if not for a string of very, very bad decisions, he wouldn’t have been wearing it at all. He had grown up in Trade Bay City. His mother told him that his father had come as part of a delegation of nobles from the elven lands, back when she had waited tables in the fancier of restaurants. One of the elves had taken a fancy to her, and for that summer he showered her with gifts and romance the like of which she had never seen. Neither knew that his parting gift would be a baby, growing within her. When he was born, she named him after his father. Lindaer Elyrien. His father had given him a name, and that was all he knew of him.

Young Lindaer proved to be too smart for his own good. While he never had access to a formal education, he proved to be a natural at languages, learning Dwarven, Orcish and Elven fluently. Always on the move, he became a guide. Using his quick wits and charm to show travelers through the city. For a modest fee.

However, life was not to be so simple. As he grew older he fell in with the wrong crowd. It was a local gang. He joined because a friend of his, his childhood friend Roldolfo, did, and he stayed because he became addicted to the thrill. He was naturally quick on his feet, nimble of finger, and he could see in the dark. All attributes of a successful thief. And in The City, a thief had to be successful. The ones who weren’t died.

This life came to a crashing halt when Lindaer did the unthinkable. Roldolfo and Lindaer had broken into a merchants house and had made the heist of a lifetime, making off with enough gems to set them up for a year. He had thought that his life had finally turned around. What he hadn’t taken account was his friend’s gambling addiction.

Lindaer found Roldolfo drunk, having spent the last of their haul to buy enough liquor to forget how he had gambled away the rest. Lindaer, already tipsy from his own celebrations, and enraged, said words that could not be unsaid. Roldolfo, drunk, reciprocated in kind. Daggers were drawn in anger, and before he knew it, his childhood friend lay dead at his feet.

The act was devastating. Lindaer dropped the knife and fled. He fled, not out of fear of his gang, for they would likely understand, but from fear of the guilt. Three days later, shaking like a leaf, Lindaer went to the temple of Amren. He begged to be allowed to see a priest. And when given an audience, he confessed everything. The murder. His crimes. He sobbed as he told the shocked priest all that he had done, and begged him for forgiveness before turning him into the guards. He had murdered his best friend, and felt that he could not live with himself.

He was told to wait where he was, and the priest silently walked out. After what felt like an eternity, the high priest of the temple approached. Lindaer was told that Amren would not forgive him so lightly. That forgiveness had to be earned. And the half-elf was given a choice. His wish could be granted, and he would be turned over to the guard. Or he could earn forgiveness in Amren’s service.

That was five years ago. Five years of the hardest training of his life. Physically, meantally, spiritually. Half a decade was spent, evaluating him. All to see whether Amren found him worthy. And in the end, Lidaer had earned the right to call himself a paladin, when he successfully channeled the grace of his god to heal the sick.

But being worthy, and being forgiven, were two different things. He had been found worthy to bear the tools needed to earn forgiveness. And as such, armed with the experience born from sin and the armaments forged on the anvil of regret, Lindaer set forth. To do the will of his god. To earn the right to live the new life that he had been given.


whosawhatsis wrote:

A barbarian doesn't change my point unless they somehow get healing magic in 5e, but I did miss the pally. Looking again, we actually have two of them as well, with Lindaer Elyrien. That helps.

A thought I just had is that it might be interesting to divide up the characters into two groups that are intentionally different makeups. One could be the righteous warriors, while the other is the sneaky under-handed types. For example:

Group 1 would include:
Drun of Saxwyn (pally)
Both monks
Ashrie VanShorn (wizard)

Group 2 would include:
Both rogues
Boddynuck (wizard)
Shenkt "Hack" Corchran (barbarian)

It would make more sense thematically to have the second pally in group 1 and add a bard or ranger trained in Stealth to group 2, but you might want to put him in group 2 if there are no more suitable submissions. (Edit: looks like
Aiden Ramish is planning to roll up a suitable character.)

Even if group 2 didn't have a healer, having a group comprised entirely of characters trained in stealth could also significantly improve survivability, and would likely result in very different play styles for the two groups. The groups could easily be put in a position to end up in a friendly or not-so-friendly rivalry with one another, or both groups could be given the same mission in separate copies of the world, and their very different compositions would ensure that they go about achieving that mission very differently.

Just a thought.

Your lack of love for my Barbarian is insulting...lol...considering I was the first to submit!


MendedWall12 wrote:
On your question about Tradebay City and Rydwyrna. Can you see the main map on the site's homepage? If so, you should see Tradebay City on the western coast in the bay called The Shallows. Rydwyrna isn't marked on that map, but Castle Redwood, which is the fortress at the heart of Rydwyrna is. They are basically on complete opposite ends of the continent of Iewiuf.

No, it's not showing up for me. I had to view source to even see that there was supposed to be an image there. I have that one now, but there are probably a bunch of others that I'm not seeing.


So, it turns out that chrome does't display the images, but other browsers do.

After some fiddling with the source code in my browser's dev tools, I found that you need a link like this one to make the image embeddable: https://lh3.googleusercontent.com/13_YzLPWmreAFyVeq1reHBuKfm3q2VGvcMlR9o8sE uBMr-v-uA_YhcpXqxgAd_4UmIQObzAWuzyFPfw=w3000-h1752-rw

The problem seems to be that the download link you used is a 302 redirect with some unusual headers that seem to amount to saying "this is a download-only link", but other browsers either don't understand or don't respect these headers.

To fix this, the page you link to has an embed option in the three-dot menu that will give you source for an iframe to embed the image. If you don't want an iframe, you can copy the src url from the embed code, open that page in a new window, then copy the image location from that page (which is how I got the link above).


I am very experienced with 5e both in PbP and a weekly tabletop group. Healing is not as much a requirement in 5e as it has been in other editions, or even PF. This amount present in the current submissions is likely more than enough.

The splitting of submissions into two groups could work, but it will demand more from our GM. If the GM is up for the challenge, then I think it is a great notion.


whosawhatsis wrote:

So, it turns out that chrome does't display the images, but other browsers do.

After some fiddling with the source code in my browser's dev tools, I found that you need a link like this one to make the image embeddable: https://lh3.googleusercontent.com/13_YzLPWmreAFyVeq1reHBuKfm3q2VGvcMlR9o8sE uBMr-v-uA_YhcpXqxgAd_4UmIQObzAWuzyFPfw=w3000-h1752-rw

The problem seems to be that the download link you used is a 302 redirect with some unusual headers that seem to amount to saying "this is a download-only link", but other browsers either don't understand or don't respect these headers.

To fix this, the page you link to has an embed option in the three-dot menu that will give you source for an iframe to embed the image. If you don't want an iframe, you can copy the src url from the embed code, open that page in a new window, then copy the image location from that page (which is how I got the link above).

Yeah, somebody else said that google chrome was the culprit too. Which I find absolutely ridiculous, because IT'S A GOOGLE SITE!!! Why would Google's browser be the one that doesn't like the urls from their very own source code? I mean, I literally hit "get shareable link," and that's the url that pops up. I'll play around with what you've suggested and see if I can't get it to show up for every browser. Thanks for the detailed info.


The shareable link is for giving people a link to view it, not for embedding in another page. Google tries to never present the image in a form where your browser is just displaying the image rather than a page that contains the image. They do this to control look and feel rather than leaving that to the browser, and probably also for the purpose of collecting analytics.


The breaking of the "traditional" adventuring party consisting of the thief, fighter mage and cleric is a breath of fresh air. I have a monk who can heal with the Healer Feat, so he can give a wounded companion a good boost without needing magic...oh and he also can pick locks as his background was criminal!!

This allows a group to be more dynamic as we have seen here with the "thief/paladin" creation Lindaer. So having a thief/healer, or a warrior with limited spell casting is possible without having to 'dip' into other classes.

I for one would enjoy having your barbarian in my group Shenkt!!!


Back at ya, Drun!


MendedWall12 wrote:

Welcome Aiden Ramish, Gnomezrule, Rungok/Baen the bard, and KingHotTrash! Thanks to those that already submitted. Looking forward to new submissions from those that didn't. (Aiden, that background for Tavir is elaborate, and awesome!)

Gnomezrule, no, I have not put a deadline on character submission, and have said I plan on waiting well into this next week (to allow those on holiday for Thanksgiving the opportunity to see the game and make a submission as well). So please, take your time and come up with something you'd love to play.

Thanks.

I read through your Google page. I picked up almost a very Simarillion vibe to things compared to standard fantasy. The elven legacy. Things felt almost iron age in mindset and structure. Is that true for the level of tech?

The racial division of dwarves is that cosmetic or is there a difference in krunch? Meaning do they correspond to sub-races listed in the PH or are the Druegar some other kind of sub-race.

The Pantheon is simple which I kinda like. One thing I noted was in your write up of Zogus you included reasonable reasons why evil deities are venerated beyond mustache twirling cultist. As in during a plague even good people will attempt to appease the god of pestilence. That was a touch of real world depth.

Questions:

1- Are you looking for the players to add content. As in playing a race from the PH not spoken of much so as to fill in blank portions of the map with new locations and possible interactions. Or would you prefer to make player soon to be major movers and shakers on the existing framework.
2- Is this low fantasy with a touch of wonder or dark age high fantasy? Trying to get a feel for the type of story trope fit best. Because I see room for lots of merchant/diplomacy intrigue as well as lots of wilderness space.


Behold, Nikeisha, Warlock of the Archfey. I'm afraid the background story got a little bit away from me, so it's longer than I expected. Sorry about that.


Gnomezrule wrote:

1- Are you looking for the players to add content. As in playing a race from the PH not spoken of much so as to fill in blank portions of the map with new locations and possible interactions. Or would you prefer to make player soon to be major movers and shakers on the existing framework.

2- Is this low fantasy with a touch of wonder or dark age high fantasy? Trying to get a feel for the type of story trope fit best. Because I see room for lots of merchant/diplomacy intrigue as well as lots of wilderness space.

While you're answering that, are you envisioning the action here being more of the typical trekking through the forest and dungeon crawls, or will it mostly be taking place in more urban settings?


whosawhatsis wrote:
The shareable link is for giving people a link to view it, not for embedding in another page. Google tries to never present the image in a form where your browser is just displaying the image rather than a page that contains the image. They do this to control look and feel rather than leaving that to the browser, and probably also for the purpose of collecting analytics.

Yeah, no, sorry I explained that wrongly. When I'm building the Google site, I simply go to the editing portion of the page, click Insert>Drive>Image, and select the image that I've uploaded to be used on that page. Google actually creates the URL for it. Meaning, the URLs that Google links itself to, to embed the image, come from their own development. I'm just using their user interface to embed images. Which is why I find it so freaking ironic that Google Chrome would be the culprit. BTW what version of chrome are you using, because after you said that I went and checked my version of Chrome, in an incognito window so that it wasn't using my credentials, and all the images showed up for me, so I don't know why some people can't see it, and I don't really know what I can do to fix it, because I looked into the editing side, and there is no "embed" feature. Google sites has that insert feature, and that's how they want you to put in all images. So, I guess the TL;DR advice I'm giving everyone is, use Firefox. The Google site for Eafphqu works there.

------------------------------------------------

Gnomezrule, thank you for the well thought out feedback and questions. I'm glad someone noticed that part of Zogus write-up. It was very intentionally put there to present exactly what you got out of it. As to your Silmarillion vibe, I'd have to say that's more than likely subconscious influence. I have always loved Tolkien, read The Lord of the Rings and the Hobbit both twice, and got a good bit through Silmarillion before it felt too history-bookish to me, so I stopped.

About the Duergar, I had planned for them to be exactly as the entry in the Monster Manual. Grey versions of their Dwarven cousins, fighting for territory in the Shadowland, having no qualms about using other races as slaves, etcetera. I would not allow them as a playable race, just as I wouldn't allow a full-blooded orc as a player race, at least not without a REALLY well-written back story that explained exactly why such a character would exist on the surface world. This even more so with a Duergar because they have light-sensitivity, and would find the surface world (during the day time) abhorrent.

As to your other questions: Question 1: I am very open to players playing races from the PHB that I have not mentioned much, Halflings for example. I've left halflings out of the discussions in the existing lore because I wanted them to be counterparts to everywhere, capable of existing among humans of the Republic, the Highlands, etcetera. That they do not have a kingdom doesn't mean they aren't prolific. They simply exist everywhere just as the other races do. A couple of players have already made the choice to be Gnomes, and their backstories have two completely different views of where they may have come from. Which is great, that's lore we can both work with, and shape the reality of the race as we game. Which leads right into your question about making the PCs the upcoming movers and shakers of the world. That is exactly what I want to happen. I want the narrative wrapping around the PCs to literally shape the current history of the world. From level 1 through 20, I want the PCs chosen to start writing the history of Eafphqu one adventure at a time. :D

Question 2: My answer here will also serve as an answer to your question about tech. My vision of the setting is as low tech as possible. Let me speak plainly and say there are not even emerging guns, and I will never allow guns in this world, that's one of the joys of being both the DM and the creator of the world. Are there etched glass lenses that allow people with bad eyesight to see better? Allow men to look deeper into the stars? Sure, I can see that. In the end, I think I see the world as a, as you so astutely put it, high fantasy in a dark age. Magic is around, it's studied, it's a real known entity, powerful and capable of being manipulated by many in different ways, even the soldier taps into the essence of magic in the world to do extraordinary things. Though he/she may not realize that magic is what made them capable of doing it. ;-) I also see a lot of room to work merchant/diplomacy intrigue, and wilderness exploration, but I don't see them as the only things the world has to offer. :)

Hopefully that answered all your questions? If not feel free to post more. I'm loving it. :D


Well got ninja'd by a new question. The answer to your question whosawhatsis is yes, all those things. In my head, there may be a whole series of posts that take place as nothing more than back and forth between the PCs and NPCs, social interaction that may not have any dice rolls whatsoever, but is simply the PCs carving out their social path to power and goal achievement. :D

Hopefully that doesn't scare anyone away. If it does, let me know, because I'd like players to join that have that same mindset.


It's what I prefer. Fighting's all well and good occasionally, but it's more fun if the fight has meaning beyond 'I want to plunder this level, and those Orcs happen to be in that direction.'


Any races you don't want?

Are halflings around or are they accepted as equals among humans? Meaning are there Byrthelm halfing nobles or are they mostly peasants with the occasional plucky halfling merchant rising through a middle class.

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