The Godforge Dwarves of Hammerfast Hold have finally rallied and plan to take control of the Nentir Vale. The seek to clean it up of slavers, monsters and dark denizens while bringing the vale and its inhabitants under Dwarven Rule.
Male Dwarf (Mark of Warding) Artificer 2; Profile:Morkam Steelfist
Sorry about the above. Don't know where that came from... Thought I was in the game thread for some reason... and this is completely not what we're doing.
F Dwarf Spore Sorceress HP 6/9 AC 12 Percep +2/12 SAVES: 5/2/5/2/2/5 init: +2 character sheet
Sorry about the short hiatus; thought my hard drive borked out on me couple nights ago; turns out it was likely just overheating. Damn Texas weather...
Male Humanoid (Dwarf) Dwarf Warrior 2, HP 24/24, AC 18(chain + shield), Perception +1, +6 Str +6 Con save, +1 initiative Character Sheet
Damn that’s rough. I remember how the weather was in Houston years ago when I visited it, but it must be worse these days.
Though I heard Houston itself was a little mild compared to other cities.
F Dwarf Spore Sorceress HP 6/9 AC 12 Percep +2/12 SAVES: 5/2/5/2/2/5 init: +2 character sheet
Apologies for going AWOL, everyone. I have had...
Well lets just call it the week from hell. PC is out of commission, s#@~s been going all wrong and just FYI, kidney stones are the purest definition of agony i can think of.
I hate posting from my phone but life hates me right now so i guess were even.
Well lets just call it the week from hell. PC is out of commission, s$%+s been going all wrong and just FYI, kidney stones are the purest definition of agony i can think of.
I hate posting from my phone but life hates me right now so i guess were even.
Oooo that sounds awful. Just Awful. I do not envy you. Is everything better or?
F Dwarf Spore Sorceress HP 6/9 AC 12 Percep +2/12 SAVES: 5/2/5/2/2/5 init: +2 character sheet
Well, I'm on a borrowed computer at the moment; slow as hell but still more practical than a phone; I seriously cannot stand typing with thumbs. The stone(s?) passed but the effects still linger; I recognize this new sensation as severe dehydration, which makes sense considering I probably filled that bucket with the contents of my stomach (yes, it hurt THAT bad) sooo...
Better? Yeah. Not great, but...better. At least I can still go to work and now I can get back to the campaigns, so...woo!
F Dwarf Spore Sorceress HP 6/9 AC 12 Percep +2/12 SAVES: 5/2/5/2/2/5 init: +2 character sheet
Guess I'm not the only one who had a rough week, aye? Truth be told, aside from HP and possibly fatigue, I'm good. I don't exactly burn through spells currently, which feels REALLY weird, to be honest; I'm a sorceress who charges in with a handaxe and a 20 STR score--that's like, NEW to me.
F Dwarf Spore Sorceress HP 6/9 AC 12 Percep +2/12 SAVES: 5/2/5/2/2/5 init: +2 character sheet
The temperature is sitting around 100F during the day. Not heat index, mind you; actual thermometers at 100. I take a shower at 3pm, get in my jeep to go to work by 4, need another shower by the time I clock in at 5.
I'm clearly not evolved for this biome...which is frustrating because I grew up here.
Though I guess it would explain the delays; if the drivers are in those sweatboxes they call trucks, I wouldn't be surprised if they had to pass out from heat exhaustion a time or two themselves.
I just hope the damn motherboard doesn't start deforming in the heat too.
F Dwarf Spore Sorceress HP 6/9 AC 12 Percep +2/12 SAVES: 5/2/5/2/2/5 init: +2 character sheet
Yeah no. You wouldn't catch me DEAD on that side of the planet. I have no shame in admitting I literally wouldn't last a day. I'd be a hardboiled egg by nightfall.
Oh, also: I'm FINALLY up and running again, albeit with a failed SSD so I had to install windows on ANOTHER ONE aaaaaand we're back to scratch. time to redownload and reinstall EVERYTHING. Again. SO annoying.
My computer and internet are gone, so I am currently only on my phone. So hopefully soon ill have it rectified until then I shall post and get you further along.
As for more, well I plan to try and get characters past the 10th level cap and adapt plot to characters and general grow the area and world around your all actions.
Well, I have a bit of a thing I wrote up for when I officially launch.
The clan Thane, Thane Norri Orehide leads the Hammerfast Hold and the Godforge Clan of Dwarves. The valley below is a relative wilderness full of few inhabited places. Norri seeks some of the ‘finest’ young dwarves to lead into the wilderness, explore it and tame it in the Name of the Godforge Dwarves.
He will have you go with a caravan of Dwarven Settlers to get them to the ore-rich hills to the south. After that, you will venture forth to claim lands and allegiances to the Godforge Clan and create the new Dwarven Kingdom.
All dwarf party, NO DUERGAR, roll 4d6 for each stat reroll 1s and 2s keep the highest 3 for each stat. Or if that does work for you Standard array. Roll for Hit point at 2nd level
This is a Kingdom Building/ Exploration Game for DnD 5e. All Classes and Subclasses are in play from published WOTC material.
All players get one dwarf-based Feat or an Extra Language, Skill, and Tool Proficiency at 1st level.
Let's see what I can do with that. I was thinking a tanky cleric, but would like to have a look at these options you mentioned that I've never got to use.
Well, it's just an interest check I am still doing some layouts and adventure stuff at least for the first one. SO I hope within a month I will have it up and running
Yeah I had a Twilight cleric in mind, so I had the idea that probably the character comes from a mining community, you know, living underground, working in the dark, using darkness as protection, etc. After all, Moradin asks that you protect your people, but he doesn't tell how.
Alright, I know you said about a month and that, but I've been looking around... since I had that miner thing in mind.
There's no miner background officially. I found some homebrew ones, which I used as a guide, together with probably the closest official background I could find (Archaeologist). Here is what I came up with; please have a look at it and tell me what you think.
Feature: Heigh-Ho!
You can navigate through tunnels and corridors. You get a sense of how deep underground you are. You know how to excavate having things like structural integrity, gas explosions, etc under control. You can tell stagnant air from fresh and can detect humidity. You know many different kinds of rocks and their specific characteristics. You know, mostly things a miner can do.
4d6, reroll 1s and 2s then drop the lowest so it you rolled 4,6,3,2 you would reroll the 2 get a 5 you now have 4,6,3,5, you drop the 3 and add 4+6+5= 15
Okay to give you a bit more information. The Valley has some settlements though they are not very big. No real centralized government, just loose city-states or one are is a conglomerate of farms and woodsmen in one place.
Wood Elves have a Village, and HUmans are predominant in the cities with a Halflings, and Half-Breeds the next prosperous, followed by dwarves than a small percentage of gnomes and Teifling.
Hobgoblins, Orcs, Goblins, Kobolds and other evil humanoids can be found, as can Duergar and Drow. THe wilderness is wild and mostly untamed.
Here are some non Core DnD Subclasses and Classes you can use for this game. If the subclass is God specific it can be changed also both sites have spells on there you can use.
Okay, Factions. This is a little harder but faction you know about
Factions Part 1
The Arcane Brotherhood A loose international affiliation of Wizards and Artificers who seek out lost knowledge and objects of arcane power. They are researchers, Librarians, teachers and historians. They have access to valuable records and resources when it comes to the Arcane and Planes
Godforge Clan The Dwarves of the Godforge mountains became known as the Godforge clan. Unfortunately the main hold Hammerfast has been in decline, but the Dwarves have done this via expansionist efforts. Despite the fortress city of Hammerfast being a holy site of the local Moradin and Gruumsh religions, the Dwarves seek to make the vale there.
BloodSpear Orcs The Largest Orc clan in the far west. They are numerous and dangerous with various smaller clans under their banner. They also seek to conquer the vale and beyond. Though after the defeat some 100 years ago the orcs only recently have sufficient numbers to try again.
The Circle of Stone Fundamentalist Priests and Druids of the Godforge clan and the Rockguard Clan who worship Moradin exclusively and seek to make the Hammerfast Necropolis purged of the Orc dead, as well as the living orcs within and the Destruction of the Blackspire In Hammerfast. They are not against expansion but prefer to focus on the Dwarves of the Godforge Mountains and bringing them together under their Theocracy.
The Rockguard Clan A smaller "clan" of former Godforge dwarves and the refugee Hill dwarves from over 200 years ago. The Rockguard tends to be placed lesser than the GOdforge Dwarves amongst the Dwarves of the region. Many see the expansion of the Godforge as an opportunity to get larger roles and respect of the Godforge. Others want to use it to eventually overpower the other clan.
Iron Circle A powerful sect of smugglers, mercenaries, and slavers who are remnants of the Banite Church of the Iron Fist, who came here to try and procure more slaves, and look into getting dark artifacts said to be remnants of the once-powerful Azoer empire.
Crimson COnclave Azoerii descendants and former retainers who seek to raise the Azoer Kingdom from its ashes. These primarily tiefling and Asmodean followers seek out places throughout the vale to upend and recover many of the lost treasures of Azoer. They also seek to secure the vale and make it the new home to the scattered Azoerii throughout the world.
Knights of The Gauntlet An old and prestigious order of paladins and other knightly warriors who fight to protect the innocent and slay monsters threatening the people of the land. It is in this that the Knights have come to help protect the burgeoning cities and fight the monsters and evil tribes of the vale. Though not as strong as they once were after their stronghold inside the vale was destroyed the Knights have several agents and safehouse among the lands of the Vale.
+2 Con, +2 Str, Light and Medium Armor Proficiency
+2 Con, +1 Wis, extra HP per level
since Tasha's racial options are not allowed.
Not bad, though, for what I had in mind. Maybe swapping Wis for Con in Hill Dwarves would be okay? We're not changing the characteristics anyway, just the bonuses. If not, that's fine, I just thought I would ask.
Tigerclaw Barbarians A powerful tribe of warriors found in the Winterbole forest that prefer hunters and warriors who worship the Tiger Spirit. They are often at war with Orcs, Giants, Goblinoids, and the Followers of the Frost Witches. The Tigerclaw are not fans of strangers in their lands but peddlers, merchants, and musicians are always welcome. They seek more weapons and metal to fuel their warriors and hunters in their a war against the Witches.
Frost Witches Worshippers of the Frozen One found in the Cairngorm Peaks who seek to bring a Permanent Winter to vale and bring forth the cold minions of the Frozen One. They are kept at bay by the Tigerclaws and other forces. Still, they seek to freeze the land and bring winter to all.
Woodsinger Elves The Harken Forest-dwelling Wood Elves are well known to live and thrive in the vale. Once spanning the entire vale the Wood Elves have a small secure population that was threatened by many different kingdoms that have risen and fallen in the Vale, most recently the Bloodspear War made them a smaller and deadlier people who defend the Eastern Harken Wood. The Woodsinger is ruled by Lord Ranger, a council, and the Harken Heart, an all-Elven Druid Circle. They seek security and protection for there lands and the means to defend it.
HarkenWold, Fallcrest and Winterhaven The Three major settlements in the region. Each seeks safety and security,but likes there autonomy. However due to the many enemies and instability in the region many are willing to form together to get aid from more powerful groups and organizations. All in all the three cites hope to stay prosperous and safe over all else.
The Wyrmscale Legion A Contingent of Dragonborn who seek to uncover Draconic Relics and Artifacts in the northern reaches of the Vale. They are organized and have a base in which they operate out of. They seek no permanent residence just access to Draconic Relics of ages past.
The Ravens The BloodHunters' of the Vale. Often called upon by the locals to slay nasty beasts in the wilds threatening the safety of the people they seek to serve.However they do so for a price. They have a stronghold called 'The Ravens' Roost' which any are free to join regardless of race, creed or gender.
The Gray Company A human group of mostly mercenaries who seek to restore the ancient human kingdom of Vorath. This Vorath rose form the ashes of Azeor. The Gray COmpnay is notorious for working with the Undead and see non humans mostly as lesser than humans.
Ring Wardens The Godforge Arcanists, who created, mastered and perfected Ring Magic and Rune Magic. They seek to mine the ancient dark holes of the vale in search of arcane secrets as well as support any and all mining operations that produce fine metals and ornamental stones for their magic.
Halfmoon Clan The local Halfling clan and Trading company well known through out the vale and beyond. They are well connected to the other Halfling clans in the Vale as well as the predominately stable and reliable trading company inside the vale. The Halfmoon Clan is interested in regional stability so they can better operate in safety to maximize profits.
Coal Burner Goblins A Hobgoblin Army that is seen having black hair and eyes that resemble burning coal. They are the predominant Goblin tribe, with many lesser hobgoblin, goblin and bugbear tribes under there rule. The Coal Burners seek to conquer the vale. Though the other humanoid tribes and the many underdark races keep them in check. They are willing to work with other factions should the need warrant it.
Blackfang Gnolls Loose bands of Gnolls in the south west who tend to band together every twenty years to raid and pillage the landscape. They though war with each other often before that. It takes a powerful Pack leader to band them together.
You and your fellow dwarves will escort 10 families, 20 miners, and 5 warriors to a newly found quarry that one of the prospectors found. Said other dwarves were welcome