White Dragon

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302 posts. Alias of Sawyer Masonjones.


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Dragon GM 5

The forest is silent, save the small movements of the men around you. None of them have cold iron, but the Roger's arming sword glows softly.

For a few minutes you wait, but from behind you a beast let's out a hideous roar from beyond your sight, the sounds of branches breaking, leaves rustling in the thick foliage. Something is coming toward you.


Dragon GM 5

Tree such as this are indeed often fey, you remember from some dusty lesson Harold was prattling on about. Dryads or other spirits of the forest care for these trees, encouraging their growth and health. It is a symbiotic relationship, the tree in turn serving as a place of power for both the tender and those that may eat of its nuts or fruit. Such food would strengthen a person or revitalize them. Mages find that their magic is greatly enhanced when they imbibe it. But it will bind such people to the tree, reversing the boon into a curse that eventually kills them if they stay away for too long. The fey will often use trickery and illusion to dissuade travelers away from their home trees, or use more aggressive tactics against loggers or those wishing to eat their fruit. But, trees such as this are mostly found in the most remote of areas, furthest away from civilization the better.

The fey is the general term for nature spirits. Legends tell of Fey Queens and their courts vying for control between winter and summer, especially in the myths from the nomadic tribes north of here. They take many forms, mostly mixes of humanoid, plant, insect, or beasts of many sizes. They are more bound by the physical world than some other types of spirits, affected by seasons, the land, sun, and moon.


Dragon GM 5

The tracks continue on deeper into the forest, eventually leading you and the guards to a large tree, where they cleanly stop. The tree towers above you, a humongous oak with a trunk five feet wide.


Dragon GM 5

Still here, Just finished grading and now getting on a flight. Posts tomorrow and every day this week, come hell or high water.


Dragon GM 5

Do you want to do anything else here before you leave the clearing?

"We will see, milady. Still, this can't be a coincidence this happened the first night we were here."


Dragon GM 5

Right. C'mon, you two, you heard her grab either end and bring him back. No not like that, have some respect. Roger points at two of the younger guards, who start lifting him, inadvertently pulling off a boot from a calloused foot.

Nunya: 1d20 ⇒ 6

Roger rubs his stubbled grey chin, sighing He was a good man, that Peter, may the Mother take him. Had a girl back in Suralheim. Somebody's got to tell her...Simon would be the one to do it, but if he killed him...Nah can't see it. Those two were as thick as thieves. Sorcery. Has to be.


Dragon GM 5

Definitely cut by a blade. You wouldn't be able to tell the exact blade, but it is a smooth straight cut that would be consistent with a sword.


Dragon GM 5

Roger nods and the guards silently and dutifully surround you and the body, watching the forest around you.

Turning over the body, you see the face of Peter, one of the missing guards. His face is frozen in a look of fear and confusion. Rigor mortis has not set yet, but the cause of death is clear as day. His throat was slashed.


Dragon GM 5

Hold! Roger, the guard captain, exclaims quietly to the handful of guards following him, seeing that his Lady had stopped, waiting expectantly for orders.

Poking the corpse only serves to jostle the dead flesh a bit.


Dragon GM 5

Do you take anyone with you?

The moss covered trees quickly engulf you as the muddy field turns to forest, making tracking more difficult. Prints are further apart, but the pair did not make attempts to hide themselves. Quickly, you lose sight of the castle, lost amidst the trees.

The tracks continue further in, now with both walking further in. Eventually, you reach a clearing. With a body wearing the guard's uniform.


Dragon GM 5

"We did, but not from here. We took the wood from along the road." Harold answers.

Moving along the tracks takes you towards the woods. Studying the tracks you can see two distinct sets moving away. One simply walks toward the woods, the other has longer strides that stop in front of the other tracks every so often.


Dragon GM 5

The courtyard is a mess of muddy footprints now after the day of unloading supplies. The carts lay empty near the sleeping horses on the east end. The crumbling wall to the west lies open, barely seeing the surrounding trees by the torchlight.

Searching the guard's post, you find marks where the guards stood watch. One of them, it seems, dragged an empty crate out here to sit on. A muddy card sticks out of the soil, a 3 of swords.

A few set of footprints extends out along the wall, maybe the searchers, maybe the steps taken from patrol. Another set extends out toward the forest.


Dragon GM 5

"They were guarding the perimeter around the hole in the wall to the west. We did not find them in or immediately around the castle, nor did we find footprints leading away from the castle that were definitively theirs yet. It does not hurt to check again, however"


Dragon GM 5

Unexpectedly limited ability to post. Just got back. Will post something tomorrow morning when I can see straight. Sorry for the delay.


Dragon GM 5

"I do not know about a haunting yet. But two guards are missing. Simon and Peter. They were patrolling the castle and when they didn't return for the shift change, we went to find them. We could not after searching for hours, even into town. They either deserted their posts for whatever reason or are in trouble. I did not want to wake you until we were almost sure they hadn't just gone to town to drink. Harold explains gravely.


Dragon GM 5

By the end of the day, you have most of the first floor sparkling. The guards have come back with firewood, cut from the trees just outside the gate and several fires made in the dining room and a couple other rooms on the first floor. Carts have been unloaded in the front hall, the horses and carts brought into the courtyard.

Once the kitchen was cleaned, a couple servants set about preparing dinner from the supplies, a thick stew. Dinner itself was a quiet affair, but soon it was over. The guards decide on shifts and take up posts around the castle for the evening.

After the long day, sleep takes you easily, but it is plagued with visions of demons and the dead. A legion of spirits animating corpses, clad in rusted armor, demons formed in all their twisted glory, besiege a castle - this castle, but larger, grander. You stand atop the tower looking down over the melee, the living elves and humans embroiled in the battle with the dead and losing. A rock launched catapult flies toward you, but you can't move, frozen, petrified. The stone is just about to hit you when you wake with a start.

"Ariel, my lady, wake up! Wake up! We have a problem"

You open your eyes to Harold cracked visage above you, annoyance in his eyes.


Dragon GM 5

Cold and damp, my lady. Springs in Kelval are muddy, cold, and damp. We can set about getting some wood chopped for the fire places. By your leave, we can set up in the dining hall for now, until the servant's houses are removed from rats.

The twenty or so guardsman and staff sent with you start about unloading the carts of supplies, unhooking oxen and horses from carts and into the courtyard through the gates.

It's just the start of Spring here in Kelval. March in our terms. Things are thawing, but it is still quite cold this far north. The supplies are left mostly undefined, but should be enough for you and your people to be fed until you can start filling your larder from the town. The staff too are left largely undefined. Mostly guardsman, with Harold and a few others. If you want someone specific, this is your chance to define what you wish. As long as you don't get too greedy with what you brought, it's fine.

You arrived here in the afternoon, so there should be enough time to go to the village of Winthome if you wish to explore a bit. Or, you can explore the forests and fields the castle sits on. You could also study some of the rooms more closely for more than damage. Also, I left out from the initial description that there are staff houses and rooms in the courtyard and on the basement level. I will draw a map the next time I have time to.


Dragon GM 5

"Of course, milady." He says with a winning smile, whipping out a ledger, recording the deal, ripping out a page for Harold. "I look forward to doing business with you. Keep me in mind if you need decorations or furniture for this place. I have contacts as far Xerac!" He bows slightly, then bends down to heft the boar's head. He drops it once before shakily lifting it. Sweating and smiling, he takes his prize away.

"Probably already has been selling things out of here for months." Harold states flatly, pocketing the receipt. Alright, let's see what the damage is. Men, start searching the rooms, check for cracks and bowing.

Most of the castle had been cleared out, the previous family taking what they could with them or selling it to clear their debts. Larger objects, like tables and large furniture lay mostly intact, but faded, broken, or with mysterious molds growing in them. On the first floor are the kitchens, under it a larder and what was a wine cellar. Off of it, the dining hall. From the front hall are the library, sans books, what appeared to be several areas for entertaining.

Beyond the hall and into the courtyard lie stables and kennels, though the roof lies collapsed, a brewery, and bake hall. You note damage along the walls of the courtyard from neglect. If this place is to defend anything, it will need to be repaired.

On the second floor lies bedrooms and a few offices. Carpets have mildewed, the mattresses the same, though most of the bedframes are serviceable.

At the north end, toward the center of the castle from the walls, is the keep. Three more floors, rooms likely for defending this place, have been home to bats it looks like, judging from the smell. The fifth floor (third floor of the keep) has a large tarnished bell and a hole in the roof.

In all, a mix of neglect over the years and being abandoned for months have left quite the mess to clean up. It will take time to restore the castle and furnish it. But the staff and guard that came with you will see to much of it.


Dragon GM 5

Looking at the boar's head more closely, you can see that this came from a corrupted creature. Both eyes are partially split into another, the tusks larger, thicker, and branched into 4 sharp points. Jonnard looks concerned at the display, but shakes it off. Harold examines it alongside you, brow furrowed in curiosity, but remains silent.

Ah, yes I remember that one. It terrorized the village of Halforn a couple days ride from here, what was it, 8? No 9 years ago. Killed a dozen or so. Young Master Noc and his hunters had it shot near fifty times before it fell. I don't know why they left it, but I could take it off your hands, sell it south. All the proceeds would be yours, minus my costs. As for what I sell, it's mostly just common goods we can't get up here. I buy the surplus from the village, sell it south, and bring back sundries, delicacies, tools, and trinkets. I take orders, so if you are looking for something specific, I would be delighted to help.

He appears keen on getting in your good graces, his eyes lighting up at the prospect of getting business from the new Lady of Kelval (though technically, your father rules. For now)

He can provide things on request, given money and time. He's more the local trader. He will carry some common miscellaneous goods, nothing better than 150-200 gold, but you are mostly going to be buying things from specific people. Blacksmith (Havard) for tools and weapons, though fairly low quality. There's a local hedgewitch acting as town doctor and remedy brewer. Tailor, Butcher, etc etc.


Dragon GM 5

Making your way closer to the castle, you can see this place has seen better days. Harold peers warily at the crumbling stone and rusting iron door.

Are you sure, my Lady? I doubt anyone here could make anything of worth. We could send for a quality dwarven mason to fix the castle, or a decent one from Suralheim.

Two of the guards go to open the doors, and with some effort, they manage to creak open. A faded and frayed carpet leads forward through the hall, rooms moving off to either side. Dust marks where the Noc family took what trophies and decorations they had from the walls. The only thing that remains is a heavy boar's head, fallen from its mount. But at the end of a hall, is a middle aged man, turning around when the doors opened. Tall, slender, and balding, wearing expensive, if old and ragged, clothes and several tarnished rings. He strides forward to greet you.

Finally, you arrive. I was beginning to suspect that I had gotten the day wrong. I'm Jonnard. I run the store in town.


Dragon GM 5

Skill alphabetized. If it's all the same, I'm going to add the descriptions as I go.


Dragon GM 5

I think I have mentioned this before but with anti feat tax rules you don't need to take Power Attack.

Also, that HP doesn't look right. Conscripts get d10s.

Also, link to the setting folder in the description.

Last also, Rowan is basically done. Ready enough to start at least.


Dragon GM 5

For Rowan, I am thinking of changing his class make up again, but it would require a little houseruling.

Instead of Investigator, I'd like to change it to Ranger or Slayer, but both have compatibility issues.

I already get Wild Empathy and Endurance from Shifter, but I'd like to get the Favored Enemy/Terrain/Bonus Feats from Ranger, along with it fitting with the character as a Naturalist.

Instead of those two abilities, I'd like to get Beastmastery as a bonus sphere instead of Wild Empathy (as there is a talent similar to wild empathy in that sphere) and a bonus Athletics talent rather than Endurance at 3rd level, or just exchange it for another feat.

For Slayer, I like the abilities, but the conversion for Spheres of might I think hurts the class as it takes some core features like studied target and SA. Rather than changing the listed abilities, I'd like to sacrifice slayer talents like the Rogue does in Canny Scoundrel for Adept progression.

Do either of those work for you?


Dragon GM 5

The decaying castle is small, smaller than even your families modest estate, and is still covered with bits of the previous owners heraldry, blue and white banners with the symbol of a black wolf. They had lost this place to your family after driving themselves to ruin. Rumor has it, the former patriarch went mad and started overextending their holdings. You can see the road toward the village Winthome south of you, but forested hills block the view.

"Not very impressive, is it, mistress." comes a familiar voice behind you. Your tutor and family sage, Harold stands with his thick brown robes, supporting himself with his staff. You are not sure how old he is, but he has been with your family for as long as you can remember, teaching each of your siblings. Now he joins you to help you rule this place, sent by your father, for better or worse. Conservative and crotchety, he always seems to be angry about something "We'll get that heraldry torn down and replaced with our own as soon as can. And we can see about making those repairs. Mother help us, I hope it isn't worse inside."


Dragon GM 5

Still working on history as I wrote it, then decided it was crap. I will add to this over time with things developed along the way, but this should give you an idea of the setting, or at least an idea of Kerana. Also going to add a document on your hold.

Whenever you finish your sheet, be sure to show me. But for now, we can start. Make an opening salvo in the game thread (after I make another, more detailed intro) and we will work from there.


Dragon GM 5

Excellent. Few questions. Who would your house send with you/who would you bring to this newly acquired hold? I'll fill things as needed, but this is a time to develop a few npcs to serves as advisors, bannermen, servants, friends, etc.

What is your character's biggest accomplishment so far? Largest failure/greatest shame? (keep in mind you are level 3)

As it stands now, it doesn't sound like your family has a history of magic. In a society where magic is almost equated with political power, how did they get their standing? Money? Favor? Related to the right people (Offshoot of the main line of the kingdom? Or maybe, did your house lose their magic?

I've decided that your family rules a county with in the the kingdom of Sural, containing the city of the same root, extending from the lake Suralheim sits on down river towards the larger lake, extending north and south to the seas. Your families' county (which you may name) lies on the eastern lake, giving you a good position to trade, log, fish, and mine. Sural in general is sparsely populated for its size, but given its position and the lakes, it is fairly prosperous, though is dwarfed (pun intended) by the Duergar under the Mountains of Karadum to the west and the larger human kingdoms to the west, south, and east, especially as it lacks a port on the inner seas.

Through clever trading, dealing with your king and mismanagement on the part your families' rivals, they have purchased lands to the north of the lake, your family hoping to open trade with elves, giving them almost a monopoly on routes to Jotun, dwarves, and elves for the eastern parts of Kerana, aka Thaerun, as well as expanding their lands by almost 50%. But the land there is considered dangerous, filled with upwellings of magic, filled with superstitious and independent people that may resist your rule.

Will put the docs in the drive tomorrow. After that, we can begin. Also, whenever you are ready to run RoA we can start that side too. Going to expand the character a bit after leveling him up.


Dragon GM 5

Any considerations of power are always something to be adjusted, don't worry about power creep too much. Plus as a tristalt hero, you are meant to be a little over the top power wise.

My solution for two sphere casters was just take only Alteration sphere from shifter levels anyways. From my point of view, it's just easier to keep track of one pool/spellcasting system than to split it up like that. It's up to you what you play, though.

If we do mile stones, might as well start at 2 or three and just stay there for a while for most of the chapter. Pump up early enemies as needed. I'd rather do that. I'm not a neophyte that needs time to get used to playing. Plus, gives me a little more room to get where I want to be, namely picking up some Beastmastery (and a companion) on the might side, another form for Shifter, and picking up some divination or maybe destruction talents on incanter.


Dragon GM 5

1-5 is going to cover most of the common people. A experienced Guard lieutenant might be a level 5-7 fighter, where your every day guards would be level 1-4. A wizened scholar would be a high level expert. Leader of a Kingdom would be level 14+. A major house might be level 10+. The High King level 18+. As a rule of thumb for a game like this, a NPC with a class passively gains a level every few years, reaching a cap when they no longer are rising in skill or taking on higher challenges. Faster rate for NPC classes as they are gaining more skill and taking higher challenges by working at their craft. It's all context dependent, so think about their relative skill level in their field, and if they have a hero class, what they could take in a skirmish.

We haven't talked about time scale or experience yet, but I like to do things by milestone with in game breaks between adventuring, creating a more realistic time/level curve.

Tomorrow and Saturday I am going to be writing (yay for federal holidays), but I started something in that folder. Just a trickle so far.

Ethermancer seems ok, but why not take something like Elementalist? It seems Ethermancer is redoing somethings that Sphere casters already do? Not saying no, by any means, just curious.


Dragon GM 5

No, go ahead. If anything contradicts anything I am thinking, I'll let you know. And things can be edited later. Actually, having the bones of a story on your part helps focus me around your character. Though I think I have enough to go on now. I'll likely be done by the end of the week with at least descriptions of the kingdoms, some bits on races, magic, and basic history.


Dragon GM 5

There is a religious order, the Order of the 5 Pointed Star, that regards any spirits and those that channel them to be unholy, but they are by no means dominant. They would be the ones after your head. Some villagers are going to be skittish and superstitious around you. The mage class has its channelers, but there is the fear of possession that you as a pactmaker are inviting. Others would advise caution. But all that requires them to know your nature. Keep it under wraps as long as you can and plan for it to be a plot point at some point. This particular age in Mirden has mages ruling, so magic is accepted and channeling too will be to some extent.

Still working on lore documents for you. Lots of writing, but work peskily gets in the way. Again, if you have questions, I'll answer them, but lore docs are going to take a bit.


Dragon GM 5

Hmmm there are a lot of interesting options. Not sure what the first class was. Also, with anti feat tax rules you don't need to pick up power attack.

Symbiat can be refluffed as possession, but that changes the game a bit, but also has some telekinetic abilities and potentially includes a DM window. Adding another casting class (Sorceror, Wizard,etc) gets you some abilities and more magic talents and plays up the mage side of your character more. Elementalist makes good synergy with an unarmored caster, even more so with a Magus, potentially. A class with a bloodline helps place you a bit in the setting, help weave what the main house of your kingdom may be like. Magus, Armorist, or Mageknight plays up the magic swordmanship. Hedgewitch gets you some skills, talents, and some of the traditions are pretty useful/flavorful. I liked the Pactmaker idea, but may have in game consequences.

Lot's of interesting options.


Dragon GM 5

I'm reticent to mix psionics with spheres. Take some mind and telekinesis talents instead. Unless there was something specific you were thinking of? And with this setting there isn't any great difference between psionic, arcane, and divine magic. It's just magic.


Dragon GM 5

How's this for a reason for your character to end up in some remote hold?

Your family is trying to expand. The last people to try to hold this place went bankrupt, so your family got it on the cheap. They were going to send your brother, but you managed to convince your brother and your parents you should go instead, divine right and all.


Dragon GM 5

Can I see that bit about your family? Also, that doesn't say what your first class was.


Dragon GM 5

Where are you at now?


Dragon GM 5

My third or your third?

Because Rowan is Shifter/incanter/Investigator

For you, with gladius and spell and the setting and your role, I would do something like

Magus/Hedgewitch/Incanter (probably with Magus spells exchanged for Spheres of Might.

or Swashbuckler/Sorceror/third magic class

Pactmaker sounds interesting and can make for a very interesting game. Common people will be suspicious, other Mages threatened, but it will be interesting.

Given your goal as Mage King (Queen), magic is probably necessary and you need to figure out what your noble bloodline is like (though you don't need Sorcerer or a class with Bloodline to do that.)


Dragon GM 5

Ah, screw it. Changed my mind Ruins of Azlant. Final answer.


Dragon GM 5

And what about the flavor?


Dragon GM 5

Eh, really don't like cooldown rules. Never made sense why a sphere (or power in other systems) would be closed while everything else drawing from the same source would remain open. Same reason why Vancian magic doesn't make sense.


Dragon GM 5

Hmmm....It does do that pretty well. Works better if you link it back to whatever bloodline you have (don't have to take the literal bloodline). Speaks to something a little stronger than the average effects though. What makes you different than others? Was this a scar from an attempt harnessing more magic you can handle? Was this a portent of birth, of weal or woe? Something else? What changes do you see having now?


Dragon GM 5

1:
1: 5d6 ⇒ (3, 5, 1, 6, 1) = 1614
2: 5d6 ⇒ (3, 3, 4, 2, 2) = 1410
3: 5d6 ⇒ (1, 4, 5, 4, 6) = 2015
4: 5d6 ⇒ (2, 5, 1, 5, 1) = 1412
5: 5d6 ⇒ (1, 5, 6, 3, 2) = 1714
6: 5d6 ⇒ (3, 2, 1, 2, 3) = 118

2:
1: 5d6 ⇒ (4, 4, 1, 5, 6) = 20 15
2: 5d6 ⇒ (3, 3, 6, 1, 6) = 1915
3: 5d6 ⇒ (6, 5, 5, 1, 1) = 1816
4: 5d6 ⇒ (5, 3, 2, 1, 4) = 1512
5: 5d6 ⇒ (1, 5, 1, 1, 4) = 1210
6: 5d6 ⇒ (6, 2, 1, 2, 5) = 1613

Taking the second set. I'll add in advanced. Feel free to do same with you. Also, with a Carrion Crown game, how do you feel about starting as a natural Lycanthrope? Either with the template or the Skinwalker (Coldborn most likely) with the SoP alt traits.


Dragon GM 5

So here is what I am thinking with Suralheim.

Suralheim is a small to medium sized city where your family (what is their Name? What is their bloodline?) rules as one of the smallest of the 13 Kingdoms. It's a relatively important as a trade hub, but is dwarfed by the ports of Marallion and Loralheim and Coldwall, your kingdom lacking a port on the inner sea. Mainly moves the goods and materials from the dwarves in Karadum, but owning quite a few mines themselves. Your family is a offshoot line of the main ruling family, cousins really, but are oft ignored by the main house. House Tor based in Marallion, currently the ruler of the 13 kingdoms, officially, the High King currently being Keran Tor. Your territory reaches from the lake west of Suralheim down the river east to the larger lake, reaching north bounded by the northern river. It is here where your hold lies, bordering the start of Sylvan forests.

Your new hold has a smattering of villages, of farmers, between heavy forests and tributaries. Your house regards this place as unimportant at best, at worst troublesome when Tears crop up, but it does sit on the lake and borders the Sylvan. Isolationists, mostly, but known for their woodwork and high quality, if rare, enchantments. But since they have very rarely tried to press their borders, your house quietly spreads beyond the river.

Rumors of strange ruins and concentrations of magic, however, make it interesting for your character (if you stick with Pactmaker) Spirits seem more common here. Promises of lost legends has driven a few relatives mad trying to find them in this hold.


Dragon GM 5

Carrion Crown it is.

How should I generate scores?


Dragon GM 5

What about where on that map? Any preference? Otherwise, I like the look of the lake near the center of the Map for your family in the smallish city of Soralheim or the River City of Krom near the border of the Karagan Desert. Or a region just south of Elvahalla with the Swamps as the new hold. Your hold would be in disputed or dangerous territory in those kingdoms.

As a point of clarification, being one of those magic sorcererous bloodlines is a divine right to rule, not that magic is necessarily a divine right. Right now, I have the Dwarf house of an earthen bloodline, Orcs of Fire, Elves of Verdant, Morallion of Celestial, Coldwall of Giantkin, the Dales more Druidic than anything, Dragonfire Isles of, well. Dragons, Starsoul for those islands east. Other kingdoms TBD between these major regions.

With mid level family, we can call you a branch family of a more major player. If you have a bloodline, might be interesting to make it a 'wild' one. Krom, this would be farming or trade on the river, Soralheim, trade with dwarves and mining of their own.

This first part will be establishing your hold, hopefully making it prosper, charting the area and quelling disturbances. Won't spoil things for you, but things will transpire that will put you and your hold on the map as tensions rise between kingdoms. Game shuttles between exploring and standard adventuring and higher politics with political maneuvering and machinations, later possibly war. Alongside this, wider, deeper issues will crop up that threaten everyone that likely influences the third act.

CC odds, RoA evens: 1d20 ⇒ 17


Dragon GM 5

Which would you rather run, Carrion Crown or Ruins of Azlant?

Also, either way character is a scholar, a studier of creatures. Scholar (Doctor), Incanter, and Shifter. I do have a request, a small house rule for shifter. Druids get longer transformations at level 4, when they would normally get wild shape. At level 4, Shifters get lingering transformation that just lets shapes persist a little while longer with out spending a spell points. I'd rather have the Druid ability of10min per level shapeshifts, but I like the shifter Beastial traits more. Allows me to use it out of combat more.


Dragon GM 5

Any thoughts about what the Kingdom you hail from is like, quirks of your house? Also, how close do you want to be to you royal line? Are you a branch family, a lesser house? or part of the main line of succession? If so, are you heir apparent?

Also, what would you like to see in the game, in broad strokes? How do you see your character's trajectory?


Dragon GM 5

Re: Building Rules

When I normally run a solo game, I do 5d6v2 twice. Odd numbers from high stats can be moved lower to even things out. Anything that is 7 or below is rerolled.

Background Skills, Feat Tax Rules, Two traits, +1 with a drawback I will hold you to. Traits should makes sense with the backstory. Level 3 for you.

I'm not of fan with heavily dramatic backstories at level 1. Or at all really, unless it is really well done. You haven't done much yet. By level 3 though, you have do have some experience, but not much and this should be reflected in your backstory. You would be still pretty green. What was your first foray into the world?

Also, by the nature of Tristalt, you are exceptional, but you shouldn't be perfect. What are your character's flaws?


Dragon GM 5

Gameplay is up with something almost generic. Going to do writing tomorrow. When you have details of your House, I will write the others so I don't overwrite yours.

The reasons this is contested or dangerous is left generic for now, but for some reason no one wants this place and you are sent here to see how you do.


Dragon GM 5

Coming up over a hill, you catch the first glimpse of the Hold you have been sent to secure. Decrepit and crumbling, no one has held this area for long for the dangers that lurk in every corner, both mundane and magical. You have come with a small group of soldiers, some of your House's vassals to help you, but this is now your hold to let grow and prosper, or lose back to the wilderness or your enemies.


Dragon GM 5

Coming up over a hill, you catch the first glimpse of the Hold you have been sent to secure. Decrepit and crumbling, no one has held this area for long for the dangers that lurk in every corner, both mundane and magical. You have come with a small group of soldiers, some of your House's vassals to help you, but this is now your hold to let grow and prosper, or lose back to the wilderness or your enemies.

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