Edit: open for business again! Look at the most recent post in this thread for additional details
- The Kingdom of Bastion -
Bastion is the largest kingdom of civilized people in the world of Medrin. Named for its capital city, it is a land of lush farmlands, great forests, and cold peaks. To the west are the seas of Z’ar Svant, controlled largely by the Old Clans of seafaring Dragonborn. To the Southwest are the volcanic peaks of The Forge mountains, where the reclusive dwarves’ largest Vault cities are found. To the North, frozen tundra and thick, impassable forests protect the heartlands against the worst of the weather offered on Medrin. The middlelands are supernaturally lush farmlands, orchards, pastures, and rivers consisting mostly of smaller hamlets, larger trade posts, and the ancient unchanging cities of the lords of Bastions. The largest cities however are to the east, nearer to the capital. Bastion is something of a misnomer, being a city without outer walls. However, the fortress of the king looms over it all, a city unto itself, built on a grand scale. It has been the seat of true power ever since the Walls went up many thousand of years ago. The Walls are what have kept Bastion and the free people who call it home safe. They are enormous, miles long walls along the Eastern border. Not everyone really knows the details of the history of the Wall, but even a child knows that it’s what keeps the Orcish and goblin hordes from ripping a swath of destruction across their world. Not everyone serves in the border guard, but everyone knows someone who has. Beyond the Walls is largely unknown, except that it appears to be swaths of desert and harsh cliffs. Bastion rose to strength and power by fighting off the hordes so many generations ago as the elves fled to the city for safety.
- The People Of Bastion -
While there are exceptions, by and large there are cultural norms amongst the peoples of Bastion. It is largely a human kingdom, although fairly metropolitan. Humans, Halfling, Half Elves, and gnomes can be found everywhere, in nearly any village or city.
The Dragonborn largely stay with their clans on the West coast, although they are amicable with the various other peoples. (Dragonborn will have a swimspeed of forty feet)
Less amicable are the dwarves, who tend towards xenophobia, staying in their Vault cities, and keeping the doors locked. There are tradesmen, ambassadors, and persons of power and interest out in the Kingdom, but they are often outcasts, or exceptions to the rule for one reason or another. Outside the Vaults, you can often find Goliath villages. The Dwarves have an arrangement with the Kingdom of Bastion that seems to involve cooperation in constructing the roads of the kingdom. This work is avoided and outsourced as much as possible, and so it is that the Goliaths are the workhorses of the dwarves, moving materials through the kingdom.
The elves of Bastion are a dislocated people even now. This has largely to do with the mixed reception they are met with by other citizens. The elves long ago abandoned gods and worship, believing their fey heritage to set them apart from the religions of the material plane. To this day, elves do not practice divine magic. The elves once had kingdoms of their own in a land beyond the wall, but those kingdoms are no more. They were destroyed by the hordes. There are some who suggest that their atheism is the very reason their kingdoms fell. That said, the elves sign up for service in the border guard in far larger numbers per capita than other peoples, often as career soldiers. Seeing as how elves live hundreds of years, such careers are long, and the lists of their deeds of heroism lengthy. Thus elves are often viewed with mixed feelings.
Tieflings are usually found either in the slums of the larger cities, signed up with the border guard, or in the Northern forests with Firbolgs. Some time ago, Tieflings were taken under the wing of the Firbolg. Recognizing the persecution Tieflings suffered under the gaze of common men, Firbolgs bring them into their homes in keeping with the teachings of a great elder prophet they follow. Simply called “Speaker,” Firbolgs follow a form of Druidic faith taught this prophet. Now many such religious leaders are called Speaker. This faith requires them to take in and care for all people. Thus it was that the movement took off in a pilgrimage of many Tieflings from the cities to the forests.
Kobolds seem to have taken to this faith the Firbolg preach as well, but have usually just molded the primary talking points into their own religion, or follow it only as convenient. That said, overall it has made them slightly more personable and empathetic in cities and especially in villages and trading posts. A warren of kobolds is now a common institution in civilized communities, with sewers, irrigation, and even some larger mine shafts being dug out by the kobolds without so much as asking. A decent community makes sure to take care of their warren quite well, however. Kobolds can set up merchant stalls no matter the pressure of any guild, and are invited to government meetings often.
The Kenku are a strange anomaly in Bastion. They form whole neighborhoods of moving urchin communities, scavenging, stealing, or - sometimes- even threatening others for goods and supplies before moving on. Historically viewed as an annoyance, they appear to have become a much larger menace in recent times.
Lizardmen, Shifters, Tortles, and Tabaxi are largely unheard of, although they do exist. They come from somewhere beyond Bastions borders, and are conspicuous anywhere they roam. Aasimar are also treated as a topic of gossip, although they appear to be born to anyone, anywhere - they are simply rare, one in a million peoples whose differences from the people around them are as yet unexplained.
No one has ever seen Changelings, Warforged, Yuan-ti, Tritons, Aarakockra, Gith, or Genasi in Bastion. Goblin, bugbear, hobgoblin, and Orcish races are viewed with such hostility as to be kill-on-sight. No Ravnica races.
Kalashtar are not so much a people as a bloodline. The royal blood of Bastion has always been Kalashtar. There are no others like them.
- Playstyle stuff -
I’m looking for character sheets to be kept on dndbeyond and I’ll try to post the occasional map or general update of the story here. Everything else I’d like to do in discord, as I find it’s easier to handle the dynamics of multiple conversations, actions going on in different places, and important posts can be pinned as important.
I’m going to be performing everyone’s dice rolling. Waiting on people to roll saving throws, checks they didn’t know would be needed, and so on is one of the worst culprits when it comes to slowing games down. I’d like to speed things up. Don’t worry about me fudging rolls, I’m rooting for the players to win, after overcoming challenges. If an ability, spell or other mechanic comes into play after the fact of the roll, we can retcon, no problem.
What all that means however is that you’ll need to give a bit of description about the actions you take and your goals in taking those actions. For instance: “I Attack” is lame. “I swing my mace at his head” is fine. “I try to knock him unconscious with a blow to the head” is even better. It allows me to describe what’s happening in a more immersive set of descriptions and details.
- The starting point -
Each of you has come to the trading post of Aurok’s Pasture in the central region of the kingdom of Bastion. It lies along one of the larger roads of the kingdom, leading all the way from the West Coast towards the East until the City of Bastion. This particular trading post is largely involved in bringing in herd animals for sale. This post has grown large enough to have cobbled stones on Crafter’s Street, the residential areas, along with sewers, and... a series of thefts. Each player will have a slightly different contact with events that get them involved in investigating the thefts. I’ll help with that once players are signed up.
I’m going to steer away from magic items for the first few levels, instead placing some stress on making more out of mundane items.
- Character Creation and Application -
Everyone’s favorite part! So here’s what I’d like:
- race - class - background - backgrounds with short and long term goals are great. Be sure to read up on the notes about the peoples! I expect - and welcome - questions about the setting, so you can play the character you want to play.
- Alignment- I don’t mind selfish, greedy, or heartless characters, but you’ve got to have characters who will work with others, not against the group, and if the character is anti-establishment, it’ll probably make it difficult to progress, although not necessarily impossible.
- Ability Scores - roll ‘em, point buy, standard array. If you don’t like the stats you roll, feel free to use one of the other two options.
- Starting at level 2, standard equipment. Milestone leveling.
=======
I’m not going to say you have to post every day, but I’d like some regular involvement. Players who post too much or not enough will likely be cycled out and I’ll wish you luck finding a game that fits for you. I’m looking for five to six players. Hopefully signed up by Wednesday the 28th.
Lastly, I’m a first time DM. I know the rules pretty well, but my experience building encounters is limited. You’ll have to bear with me from time to time.
I’m still piecing this world together, and there’s plenty of details I haven’t included yet. I hope you not only enjoy it, but help me in filling in the details of this place. I’ve got a story map in my head that could take characters all the way to level 20 if this goes well. Even if we don’t get that far, I hope you enjoy it.
Elisha's family was one of the last hold outs that left the forest for the city. Many of his family have and are currently serving in the border guard. Elisha signed up as a scout as soon as they would let him. During the many years of service fighting Orcs and Goblins he has also seen many other monstrosities that the people who are safe behind the walls have no clue even exist.
Elisha's short term goal is to survive and purge the hostile wilderness-his long term goal is to see the Elvin race return to their rightful homes in the forest.
A few questions to help me create a character: Although it was many human generations ago that the elves came to Bastion, how long would it be for the elves? Could an adventuring-age elf remember a time before that? What about their parents or grandparents? How dangerous is working on the border guard? Do people regularly get injured and die, or is it considered a generally safe occupation with occasional tragedies?
And I may as well get my rolls in now:
Ability scores: 121014151014
Rollback Post to RevisionRollBack
Horatio Hirschfeld - Squire imbued with fae powers, in the Coliseum of Conquest (W2/L1) DM for Reavers of Harkenwold, and sometimes The Fighting Grounds of the Coliseum
Born miles deep under an unmarked mountain range was a young human boy named Boo. Boo, as well as his mother, born into slavery of the Orcs, who used the humans for entertainment. Boo was born with pale skin and red eyes, very odd human traits, so he was believed to have magical powers. The Orcs took Boo away from his mother as soon as they found out about him, bringing him to shamans. The shamans confirmed that the boy did indeed have magical powers, but what, and to what extent, they couldn't figure out. As a result, he was n't rug up in a cage for all passers to watch and see if he will exhibit any hints of magic. Or he'll die. Whichever came first. When Boo turned twelve, he pleaded with the Orcs to put him in a bigger cage. He promised that he could do magic. That he could make anyone laugh, even Orc.
And he could.
Boo would dance, sing and tell jokes, and the Orcs it all up. They put him in a bigger, more open cage so more Orcs could enjoy his 'shows'. Boo had wished they would let him out of his cage. To touch the Orcs and other human. He wished he could see his mother again. He wished to see the sun. But, deep down, he was happy he could make so many others happy. Even if he didn't fully understand how. When Boo had turned 20, a glowing elk had visited his cage. At first he thought it was a hallucination, a side effect from eating poorly cooked Orc leftovers. But it, whatever it was, was real.
"For you to find joy, in such a grim place, is truly remarkable." The elk said. "Tell me, child, what is it you wish for?"
Boo could hardly process what he was hearing. The elk sounded so soothing, it's very presence felt comforting. It felt like... his mother.
"I wish... to be happy. To make others happy."
The elk briefly glowed brighter, then returned to it's normal glow. "I can grant you this wish, if, youu will grant it for me as well."
Boo was even more confused. "Who are you?"
"I am Lliira. And I can show you the sun."
It took some time, but Boo managed to crawl himself out of the mountain cave with no resistance from the Orcs whatsoever. He assumed that was because of Lliira. Now, equipped with the elk's skull as a helm that completely covers his head, Boo sets off on his lifelong mission: to bring joy to all.
Merla parents died before she could ever really know them. The oldest of three very young children, she did her best to keep them all alive and fed, but money finally ran out. No home family or friends to speak of, Merla did her best, though it was never enough. During the day she would leave her younger sisters in a secluded but public area and sneak through the crowds and stalls of the market, looking for loose coin pouches or a vendor who left their food too close to the street where anyone could take it without anyone noticing. At night, the three of them would huddle together in an empty alleyway and Merla stayed up as long as she could, dagger in hand in case anyone thought it a good idea to get closer to her sisters.
One day, after several days without any luck finding food or coin for food, Merla made one desperate grab for the coin pouch of a very wealthy man walking through market and ran, ignoring the yells of cut purse and thief as she did. When she finally lose them, Merla opened the pouch, only to find the pommel of what looked to be a very rusty sword. That night as Merla's sisters slept, Merla finally cried for the first time in a very long time. About her parents death, how if she didn't do something soon they were all going to starve to death. The fact she took such a large risk and all she got in return was a rusty sword pommel. She was ready to give up.
She was getting ready to sleep for a couple hours when something in the ally they were in got kicked out of the way. Merla jumped up, and pulled her dagger from her sleeve. She held it up, as three large men came down the ally, laughing at her. Legs shaking in fear and hunger, she stayed her ground, warning them to just leave her and her sisters alone. One of the men moved forward and reached for her arm, and before he could grab it she stabbed her dagger into the palm of his hand. He yelled out in pain, waking up her sisters as the other two rushed forward. Merla hoped she could give her sisters enough time to escape as she went to stab the man again, when a bright pulse of light followed by a powerful force went barreling down the ally, knocking her out.
When Merla came to, she was in a very nice looking house. Her sisters were sleeping in the nearby bed while she was laid out on the couch. She jumped up, and peaked out the door, only to see a hallway. At the end of the hallway was the same man she took the pommel from. She stammered on, apologizing and trying to hand it back to him. He only smiled at her, and offered her a chance for her and her sisters to remain in his care. All her needed to do was agree to his terms. Merla, wanting her sisters to stay safe even at her own expense, agreed.
Merla never learned his name and he never offered it up, she began to call him The Benefactor. He answered to it, though he always seemed more interested in her training than answering the questions that were always on Merla's mind. And the training was intense. Spells she had never even heard of before, learning how to properly fight with a weapon. One day, he returned the rusty sword pommel to her, telling her that if she remained loyal to him then this would prove to be very useful to her. All she had to do was prove herself.
A few questions to help me create a character: Although it was many human generations ago that the elves came to Bastion, how long would it be for the elves? Could an adventuring-age elf remember a time before that? What about their parents or grandparents? How dangerous is working on the border guard? Do people regularly get injured and die, or is it considered a generally safe occupation with occasional tragedies?
And I may as well get my rolls in now:
Ability scores: 11101591211
An average elf might have had great, great grandparents who remember the war, but those are long dead. No one alive can recall being there personally.
The border guard is not a meat grinder but it’s not for show. The hordes aren’t bashing themselves against the walls, but there are still raids and counter raids
What will the balance of the game be (RP vs Dungeon Crawling vs Exploration vs Other)?
I’m going to try and stay away from room by room dungeon crawling as it doesn’t seem to go well in pbp. There’s combat and RP lined up, and I’d love to have some exploration, but that depends on how far along we get.
Another question: do the elves use primal magic (like druids and rangers), or is it also considered divine magic?
Rollback Post to RevisionRollBack
Horatio Hirschfeld - Squire imbued with fae powers, in the Coliseum of Conquest (W2/L1) DM for Reavers of Harkenwold, and sometimes The Fighting Grounds of the Coliseum
Not that I can think of. If you have something in mind that I haven’t mentioned, draw it up or pm me, and I’ll see what I can do to tell you about how they fit into this world
Aeden joined the border guard for two reasons. Firstly, out of hatred twords Goblin and Orc kind, whom he had been raised to hate practically form birth. Secondly, in the hopes of forging a tale of heroism all his own. Growing up on stories of various famous elves within the guard, Aeden knew that he wanted to join them one day so people would tell tales of his deeds. Several of his family and extended family serve or have served in the past, including both his parents who continue to serve to this day and are held in somewhat high regard by their peers, so it was only natural he would want to join as well. Aeden is not great with people, so he often doesn't talk much as to avoid saying something to offend someone or to avoid appearing awkward or unprofessional. He is much better at staying out of sight, and as such trained as a scout within the guard. It's a dangerous job, but one Aeden is comfortable in doing. Aeden is eager to prove himself, both to his family and to the guard,and as such he is often the first to volunteer for any assignment that may come up. He is willing to risk himself for the greater good, and not afraid to take chances, that said, he tries to avoid taking chances with the lives of others. He is not afraid of being killed or injured, but has no wish to blindly lead others to a slaughter. Aeden seeks to improve his own standing within the guard, hoping to do his people proud in doing so.
Edit: open for business again! Look at the most recent post in this thread for additional details
- The Kingdom of Bastion -
Bastion is the largest kingdom of civilized people in the world of Medrin. Named for its capital city, it is a land of lush farmlands, great forests, and cold peaks. To the west are the seas of Z’ar Svant, controlled largely by the Old Clans of seafaring Dragonborn. To the Southwest are the volcanic peaks of The Forge mountains, where the reclusive dwarves’ largest Vault cities are found. To the North, frozen tundra and thick, impassable forests protect the heartlands against the worst of the weather offered on Medrin. The middlelands are supernaturally lush farmlands, orchards, pastures, and rivers consisting mostly of smaller hamlets, larger trade posts, and the ancient unchanging cities of the lords of Bastions. The largest cities however are to the east, nearer to the capital. Bastion is something of a misnomer, being a city without outer walls. However, the fortress of the king looms over it all, a city unto itself, built on a grand scale. It has been the seat of true power ever since the Walls went up many thousand of years ago. The Walls are what have kept Bastion and the free people who call it home safe. They are enormous, miles long walls along the Eastern border. Not everyone really knows the details of the history of the Wall, but even a child knows that it’s what keeps the Orcish and goblin hordes from ripping a swath of destruction across their world. Not everyone serves in the border guard, but everyone knows someone who has. Beyond the Walls is largely unknown, except that it appears to be swaths of desert and harsh cliffs. Bastion rose to strength and power by fighting off the hordes so many generations ago as the elves fled to the city for safety.
- The People Of Bastion -
While there are exceptions, by and large there are cultural norms amongst the peoples of Bastion. It is largely a human kingdom, although fairly metropolitan. Humans, Halfling, Half Elves, and gnomes can be found everywhere, in nearly any village or city.
The Dragonborn largely stay with their clans on the West coast, although they are amicable with the various other peoples. (Dragonborn will have a swimspeed of forty feet)
Less amicable are the dwarves, who tend towards xenophobia, staying in their Vault cities, and keeping the doors locked. There are tradesmen, ambassadors, and persons of power and interest out in the Kingdom, but they are often outcasts, or exceptions to the rule for one reason or another. Outside the Vaults, you can often find Goliath villages. The Dwarves have an arrangement with the Kingdom of Bastion that seems to involve cooperation in constructing the roads of the kingdom. This work is avoided and outsourced as much as possible, and so it is that the Goliaths are the workhorses of the dwarves, moving materials through the kingdom.
The elves of Bastion are a dislocated people even now. This has largely to do with the mixed reception they are met with by other citizens. The elves long ago abandoned gods and worship, believing their fey heritage to set them apart from the religions of the material plane. To this day, elves do not practice divine magic. The elves once had kingdoms of their own in a land beyond the wall, but those kingdoms are no more. They were destroyed by the hordes. There are some who suggest that their atheism is the very reason their kingdoms fell. That said, the elves sign up for service in the border guard in far larger numbers per capita than other peoples, often as career soldiers. Seeing as how elves live hundreds of years, such careers are long, and the lists of their deeds of heroism lengthy. Thus elves are often viewed with mixed feelings.
Tieflings are usually found either in the slums of the larger cities, signed up with the border guard, or in the Northern forests with Firbolgs. Some time ago, Tieflings were taken under the wing of the Firbolg. Recognizing the persecution Tieflings suffered under the gaze of common men, Firbolgs bring them into their homes in keeping with the teachings of a great elder prophet they follow. Simply called “Speaker,” Firbolgs follow a form of Druidic faith taught this prophet. Now many such religious leaders are called Speaker. This faith requires them to take in and care for all people. Thus it was that the movement took off in a pilgrimage of many Tieflings from the cities to the forests.
Kobolds seem to have taken to this faith the Firbolg preach as well, but have usually just molded the primary talking points into their own religion, or follow it only as convenient. That said, overall it has made them slightly more personable and empathetic in cities and especially in villages and trading posts. A warren of kobolds is now a common institution in civilized communities, with sewers, irrigation, and even some larger mine shafts being dug out by the kobolds without so much as asking. A decent community makes sure to take care of their warren quite well, however. Kobolds can set up merchant stalls no matter the pressure of any guild, and are invited to government meetings often.
The Kenku are a strange anomaly in Bastion. They form whole neighborhoods of moving urchin communities, scavenging, stealing, or - sometimes- even threatening others for goods and supplies before moving on. Historically viewed as an annoyance, they appear to have become a much larger menace in recent times.
Lizardmen, Shifters, Tortles, and Tabaxi are largely unheard of, although they do exist. They come from somewhere beyond Bastions borders, and are conspicuous anywhere they roam. Aasimar are also treated as a topic of gossip, although they appear to be born to anyone, anywhere - they are simply rare, one in a million peoples whose differences from the people around them are as yet unexplained.
No one has ever seen Changelings, Warforged, Yuan-ti, Tritons, Aarakockra, Gith, or Genasi in Bastion. Goblin, bugbear, hobgoblin, and Orcish races are viewed with such hostility as to be kill-on-sight. No Ravnica races.
Kalashtar are not so much a people as a bloodline. The royal blood of Bastion has always been Kalashtar. There are no others like them.
- Playstyle stuff -
I’m looking for character sheets to be kept on dndbeyond and I’ll try to post the occasional map or general update of the story here. Everything else I’d like to do in discord, as I find it’s easier to handle the dynamics of multiple conversations, actions going on in different places, and important posts can be pinned as important.
I’m going to be performing everyone’s dice rolling. Waiting on people to roll saving throws, checks they didn’t know would be needed, and so on is one of the worst culprits when it comes to slowing games down. I’d like to speed things up. Don’t worry about me fudging rolls, I’m rooting for the players to win, after overcoming challenges. If an ability, spell or other mechanic comes into play after the fact of the roll, we can retcon, no problem.
What all that means however is that you’ll need to give a bit of description about the actions you take and your goals in taking those actions. For instance: “I Attack” is lame. “I swing my mace at his head” is fine. “I try to knock him unconscious with a blow to the head” is even better. It allows me to describe what’s happening in a more immersive set of descriptions and details.
- The starting point -
Each of you has come to the trading post of Aurok’s Pasture in the central region of the kingdom of Bastion. It lies along one of the larger roads of the kingdom, leading all the way from the West Coast towards the East until the City of Bastion. This particular trading post is largely involved in bringing in herd animals for sale. This post has grown large enough to have cobbled stones on Crafter’s Street, the residential areas, along with sewers, and... a series of thefts. Each player will have a slightly different contact with events that get them involved in investigating the thefts. I’ll help with that once players are signed up.
I’m going to steer away from magic items for the first few levels, instead placing some stress on making more out of mundane items.
- Character Creation and Application -
Everyone’s favorite part! So here’s what I’d like:
- race - class - background - backgrounds with short and long term goals are great. Be sure to read up on the notes about the peoples! I expect - and welcome - questions about the setting, so you can play the character you want to play.
- Alignment- I don’t mind selfish, greedy, or heartless characters, but you’ve got to have characters who will work with others, not against the group, and if the character is anti-establishment, it’ll probably make it difficult to progress, although not necessarily impossible.
- Ability Scores - roll ‘em, point buy, standard array. If you don’t like the stats you roll, feel free to use one of the other two options.
- Starting at level 2, standard equipment. Milestone leveling.
=======
I’m not going to say you have to post every day, but I’d like some regular involvement. Players who post too much or not enough will likely be cycled out and I’ll wish you luck finding a game that fits for you. I’m looking for five to six players. Hopefully signed up by Wednesday the 28th.
Lastly, I’m a first time DM. I know the rules pretty well, but my experience building encounters is limited. You’ll have to bear with me from time to time.
I’m still piecing this world together, and there’s plenty of details I haven’t included yet. I hope you not only enjoy it, but help me in filling in the details of this place. I’ve got a story map in my head that could take characters all the way to level 20 if this goes well. Even if we don’t get that far, I hope you enjoy it.
Welcome Bastion in the World Of Medrin!
Paladin - warforged - orange
Hi mate, sounds really interesting. For those having a go at rolling dice, do we rerolls 1s once/always/never?
Never. I figure if folks get boned on their rolls, the other options of point buy and standard array leave a safety net.
Paladin - warforged - orange
Ability scores: 9 13 18 6 15 15
Consider me boned! :)
Re-rolling character abilities as previous had re-roll 1's once on.
Ability scores: 12 11 13 13 14 16
DM - The Call of Strahd (CoS); Feyrealm Campaign, Chapter 0 - Bleak Prospect (BP), Chapter 1 - Destination Unknown (DU)
Ability scores: 12 18 10 8 12 11
character to follow
Name: Elisha
Race: Wood Elf
Class: Ranger-Hunter
Background: Haunted One
Alignment: Neutral Good
Backstory:
Elisha's family was one of the last hold outs that left the forest for the city. Many of his family have and are currently serving in the border guard. Elisha signed up as a scout as soon as they would let him. During the many years of service fighting Orcs and Goblins he has also seen many other monstrosities that the people who are safe behind the walls have no clue even exist.
Elisha's short term goal is to survive and purge the hostile wilderness-his long term goal is to see the Elvin race return to their rightful homes in the forest.
Ability scores: 11 13 12 11 12 12
Give me some time to hit a good backstory.
Liarin: Against the Cult of the Reptile God
Adewild: Shadows and Light 2
Brother Thaddeus: Rime of the Frostmaiden.
Hi! This sounds like a really interesting game.
A few questions to help me create a character:
Although it was many human generations ago that the elves came to Bastion, how long would it be for the elves? Could an adventuring-age elf remember a time before that? What about their parents or grandparents?
How dangerous is working on the border guard? Do people regularly get injured and die, or is it considered a generally safe occupation with occasional tragedies?
And I may as well get my rolls in now:
Ability scores: 12 10 14 15 10 14
Horatio Hirschfeld - Squire imbued with fae powers, in the Coliseum of Conquest (W2/L1)
DM for Reavers of Harkenwold, and sometimes The Fighting Grounds of the Coliseum
This looks really intriguing. I'll roll for now, then post a character later.
Ability scores: Ability scores: 13 15 15 14 12 8
I'm on board with this. Will post a character sometime today.
Ability scores: 14 11 15 17 10 17
....I can work with this.
Ignore ability scores, I'm going with point buy.
Name: Boo
Race: Human
Class: Cleric
Background: Entertainer
Backstory:
Born miles deep under an unmarked mountain range was a young human boy named Boo. Boo, as well as his mother, born into slavery of the Orcs, who used the humans for entertainment. Boo was born with pale skin and red eyes, very odd human traits, so he was believed to have magical powers. The Orcs took Boo away from his mother as soon as they found out about him, bringing him to shamans. The shamans confirmed that the boy did indeed have magical powers, but what, and to what extent, they couldn't figure out. As a result, he was n't rug up in a cage for all passers to watch and see if he will exhibit any hints of magic. Or he'll die. Whichever came first. When Boo turned twelve, he pleaded with the Orcs to put him in a bigger cage. He promised that he could do magic. That he could make anyone laugh, even Orc.
And he could.
Boo would dance, sing and tell jokes, and the Orcs it all up. They put him in a bigger, more open cage so more Orcs could enjoy his 'shows'. Boo had wished they would let him out of his cage. To touch the Orcs and other human. He wished he could see his mother again. He wished to see the sun. But, deep down, he was happy he could make so many others happy. Even if he didn't fully understand how. When Boo had turned 20, a glowing elk had visited his cage. At first he thought it was a hallucination, a side effect from eating poorly cooked Orc leftovers. But it, whatever it was, was real.
"For you to find joy, in such a grim place, is truly remarkable." The elk said. "Tell me, child, what is it you wish for?"
Boo could hardly process what he was hearing. The elk sounded so soothing, it's very presence felt comforting. It felt like... his mother.
"I wish... to be happy. To make others happy."
The elk briefly glowed brighter, then returned to it's normal glow. "I can grant you this wish, if, youu will grant it for me as well."
Boo was even more confused. "Who are you?"
"I am Lliira. And I can show you the sun."
It took some time, but Boo managed to crawl himself out of the mountain cave with no resistance from the Orcs whatsoever. He assumed that was because of Lliira. Now, equipped with the elk's skull as a helm that completely covers his head, Boo sets off on his lifelong mission: to bring joy to all.
Ability scores: 12 17 10 15 11 14
Alright I wound up using standard array but here is my character:
Merla Thorngage
Race: Halfling
Class: Warlock (Hexblade)
Background: Urchin
Backstory:
Merla parents died before she could ever really know them. The oldest of three very young children, she did her best to keep them all alive and fed, but money finally ran out. No home family or friends to speak of, Merla did her best, though it was never enough. During the day she would leave her younger sisters in a secluded but public area and sneak through the crowds and stalls of the market, looking for loose coin pouches or a vendor who left their food too close to the street where anyone could take it without anyone noticing. At night, the three of them would huddle together in an empty alleyway and Merla stayed up as long as she could, dagger in hand in case anyone thought it a good idea to get closer to her sisters.
One day, after several days without any luck finding food or coin for food, Merla made one desperate grab for the coin pouch of a very wealthy man walking through market and ran, ignoring the yells of cut purse and thief as she did. When she finally lose them, Merla opened the pouch, only to find the pommel of what looked to be a very rusty sword. That night as Merla's sisters slept, Merla finally cried for the first time in a very long time. About her parents death, how if she didn't do something soon they were all going to starve to death. The fact she took such a large risk and all she got in return was a rusty sword pommel. She was ready to give up.
She was getting ready to sleep for a couple hours when something in the ally they were in got kicked out of the way. Merla jumped up, and pulled her dagger from her sleeve. She held it up, as three large men came down the ally, laughing at her. Legs shaking in fear and hunger, she stayed her ground, warning them to just leave her and her sisters alone. One of the men moved forward and reached for her arm, and before he could grab it she stabbed her dagger into the palm of his hand. He yelled out in pain, waking up her sisters as the other two rushed forward. Merla hoped she could give her sisters enough time to escape as she went to stab the man again, when a bright pulse of light followed by a powerful force went barreling down the ally, knocking her out.
When Merla came to, she was in a very nice looking house. Her sisters were sleeping in the nearby bed while she was laid out on the couch. She jumped up, and peaked out the door, only to see a hallway. At the end of the hallway was the same man she took the pommel from. She stammered on, apologizing and trying to hand it back to him. He only smiled at her, and offered her a chance for her and her sisters to remain in his care. All her needed to do was agree to his terms. Merla, wanting her sisters to stay safe even at her own expense, agreed.
Merla never learned his name and he never offered it up, she began to call him The Benefactor. He answered to it, though he always seemed more interested in her training than answering the questions that were always on Merla's mind. And the training was intense. Spells she had never even heard of before, learning how to properly fight with a weapon. One day, he returned the rusty sword pommel to her, telling her that if she remained loyal to him then this would prove to be very useful to her. All she had to do was prove herself.
Alignment: Lawful Neutral
Elra Skylash - Human Cleric | Vanzaren Tanidoni - Half Elf Wizard
Mindartis Liadon - Eladrin Barbarian | Naivara Siannodel - Half Elf Ranger
Arrila Evenwood - Half Elf Paladin | Callaphe of Setessa - Human Rogue
Katernin Nemetsk - Aasimar Cleric | Melody - Tiefling Bard
An average elf might have had great, great grandparents who remember the war, but those are long dead. No one alive can recall being there personally.
The border guard is not a meat grinder but it’s not for show. The hordes aren’t bashing themselves against the walls, but there are still raids and counter raids
Paladin - warforged - orange
What will the balance of the game be (RP vs Dungeon Crawling vs Exploration vs Other)?
I’m going to try and stay away from room by room dungeon crawling as it doesn’t seem to go well in pbp. There’s combat and RP lined up, and I’d love to have some exploration, but that depends on how far along we get.
Paladin - warforged - orange
Another question: do the elves use primal magic (like druids and rangers), or is it also considered divine magic?
Horatio Hirschfeld - Squire imbued with fae powers, in the Coliseum of Conquest (W2/L1)
DM for Reavers of Harkenwold, and sometimes The Fighting Grounds of the Coliseum
Are any subraces prohibited?
Sure, it’s just not a religious experience for them, it’s more of a connection with Primordial powers
Paladin - warforged - orange
Not that I can think of. If you have something in mind that I haven’t mentioned, draw it up or pm me, and I’ll see what I can do to tell you about how they fit into this world
Paladin - warforged - orange
Here's my character:
Name: Clovis Misfortune
Race: Mephistopheles Tiefling
Class: Wild Magic Sorceror 1/Wizard 1
Background: Sage
Alignment: Lawful Good
Ability Scores: 13 13 7 10 10 12
https://www.dndbeyond.com/profile/rainrainrainrain/characters/15553240
Ability scores: 13 13 7 17 10 15Character will be posted today
ended up going to point buy
Ability scores- after bonuses: 8 16 12 14 16 8
Name: Aeden Yaeldrin
Class: Rogue (with intent to continue down the Scout path)
Background: Soldier
Alignment: NG
https://ddb.ac/characters/15559260/gArYI0
Backstory
Aeden joined the border guard for two reasons. Firstly, out of hatred twords Goblin and Orc kind, whom he had been raised to hate practically form birth. Secondly, in the hopes of forging a tale of heroism all his own. Growing up on stories of various famous elves within the guard, Aeden knew that he wanted to join them one day so people would tell tales of his deeds. Several of his family and extended family serve or have served in the past, including both his parents who continue to serve to this day and are held in somewhat high regard by their peers, so it was only natural he would want to join as well. Aeden is not great with people, so he often doesn't talk much as to avoid saying something to offend someone or to avoid appearing awkward or unprofessional. He is much better at staying out of sight, and as such trained as a scout within the guard. It's a dangerous job, but one Aeden is comfortable in doing. Aeden is eager to prove himself, both to his family and to the guard,and as such he is often the first to volunteer for any assignment that may come up. He is willing to risk himself for the greater good, and not afraid to take chances, that said, he tries to avoid taking chances with the lives of others. He is not afraid of being killed or injured, but has no wish to blindly lead others to a slaughter. Aeden seeks to improve his own standing within the guard, hoping to do his people proud in doing so.