Having only recently become free of the Big Bad, the first thing that jumps to my mind is how people view religion and if they feel the gods abandoned them against this evil. Perhaps religion is slowly growing due to past champions of the gods having helped free the lands and part of the army's efforts are spreading word that the gods are backing them and that they have not abandoned their people.
Locations that could be tied into this would be ancient temples, now desecrated where ancient relics and wisdom lay hidden. Helping uncover these places or bolster surviving holy places could give the alliance powerful new tools, footholds, and improve moral.
Perhaps the BBEG has imposed a different pantheon that he has brought with him. The ancient temples could hold information about him that he wanted destroyed or clues to who he is.
I'd want to see more about the world to tie a character in with along with who the rest of the party is. If I made a character to tie into this it would be someone who originally believes the gods abandoned them but then grows to follow them, a martial/cleric multiclass probably.
Kinda like witchers, but not (since I’ve not read into the media. Basically, a small sect (possibly religious in nature) that see darker magics as more of a grey are. They work with dark forces they have tamed to fight off the more evil ones.
Having only recently become free of the Big Bad, the first thing that jumps to my mind is how people view religion and if they feel the gods abandoned them against this evil. Perhaps religion is slowly growing due to past champions of the gods having helped free the lands and part of the army's efforts are spreading word that the gods are backing them and that they have not abandoned their people.
Locations that could be tied into this would be ancient temples, now desecrated where ancient relics and wisdom lay hidden. Helping uncover these places or bolster surviving holy places could give the alliance powerful new tools, footholds, and improve moral.
Perhaps the BBEG has imposed a different pantheon that he has brought with him. The ancient temples could hold information about him that he wanted destroyed or clues to who he is.
I'd want to see more about the world to tie a character in with along with who the rest of the party is. If I made a character to tie into this it would be someone who originally believes the gods abandoned them but then grows to follow them, a martial/cleric multiclass probably.
Martial clerics would be a necessity, I would think - and yes, one of the enduring effects of the Enemy would certainly be the perversion of the preexisting pantheon!
In lost and halcyon days of yore, the Kingdoms of the Westlands that now comprise the high and low members of the Alliance were once little more than petty nations, squabbling over border disputes and the insipid generational feuds between rival noble families. All in all, it was a peaceful time - relatively free of major strife, broken only by the occasional dragon or necromancer, quickly resolved by the intrepid actions of legendary heroes.
The Rise and Fall of the Enemy: The Battle of Caermor
This era swiftly ended with the arrival of the Enemy, an implacable and deadly force that swept over the eastern regions of the Westlands, grinding them to heel under the oppressive rule of a godlike figure of evil and unrestrained malice. The Enemy's armies pushed ever Westward, and the hastily formed Alliance gathered together armies sufficient enough in size and strength to beat back the foe - or so they believed. Three close fought defeats later, and the majority of the original members of the Alliance had broken their promises of support, their shattered and demoralized armies retreating home to defend what strongholds that remained. Only three members of the Alliance stood together at last to break back the foe: Rasne Dauvin and Albia. In a stunning move, in a pitched battle at the fields of Caermor - the last defensible position before the fields and farms of Dauvin lay open to the Enemy's grasp - the Alliance overthrew the Enemy's forces and dealt a mortal blow, sending their dark forces fleeing back to their conquered holdings across the Westlands and beyond. It is believed that the Enemy himself was dealt a wound so great that he was forced to return to his Dark Fortress, located somewhere beyond the furthest frontiers of the Westlands in the East, in the Grey Wastes beyond the Wyrmbone peaks.
Rasne:
A land of low hills, bleak marshes, and a propensity for excellent poets and merchants, the Rasnish have long been known a a people doughty fighters, staunch comrades and epic tellers of tales from distant lands. Rasne is a wealthy country, primarily inhabited by humans and dwarves, with significant populations of other folk from around the world seeking opportunities in trade. Rasnish outriders and spies harried the Enemy's retreat across the Westlands, fearlessly striking deep into territory that few would dare to penetrate for fear of reprisal. Their diplomats have been instrumental in gaining the Alliance needed signatories and access through the convoluted political landscape of the Westerlands following the climactic battle at Caermor.
Dauvin:
Often considered the cradle of Empires, with political and family lineages dating back into prehistory, there are powerful magical bloodlines running strong and fresh through Dauvite nobility even to this day. Deeply classical in their social norms, Dauvite custom demands that the offspring of each family take up the occupation of their forbears, resulting in a nation that struggles to adapt to novel circumstances and style, thought certainly one of peerless strength, ability and specialization in the arts of war. The largest and most populous of the three original surviving members of the Alliance, Dauvite peoples are largely human, with trace populations of elves and an especially large and skilled population of immigrant Rasnish dwarves serving as a pseudo middle-class.
Albia:
Though younger than Dauvin by less than a century, Albia has historically been the seat of High King, a god whose throne still exists in their capital city. A nation of magical wonders and peerless heroism, Albian leaders sponsored the original founding the Alliance and saw it through its darkest days, before the turning of the tide at Caermor. Founded by elves and humans in antiquity, Albia is a model kingdom in its idealistic pursuit of freedom from the tyranny of the Enemy, whose actions, it is whispered, were prophesied in earlier ages by Albian wizards and orreries. A place of science and magic, Albian technological development has given the Alliance a needed edge, with weapons and armors capable of resisting the corrupting influence of the Enemy's minions and the adamant will to see this threat extinguished once and for all.
The Campaign: new-old members of the Alliance
Though themselves still recovering strength, the surviving members of the Alliance immediately set about freeing their neighbors, reinstating them to the cause and organizing a grand Campaign against the Enemy, to destroy the threat once and for all. Thus far, four additional members of the Alliance have been liberated: Tolas (an island nation whose highly competent navy trounced the captured ships of the Enemy's much larger force, but subsequently sued for peace apart from the other members of the Alliance, not wishing to risk their own in a prolonged engagement that would strip their defenses of needed manpower,) Va'ran (a woodland kingdom of elves who retreated beyond their to the safety of their ancient warden-trees and refused to honor the call to arms in the Alliances darkest hour. It is rumored that Va'rani emissaries may have reached an accord with the Enemy, waiting for the outcome of the Battle at Caermor before deciding to commit to one side or the other,) Gelder (a kingdom born of Dauvite dissidents, this freedom-loving nation-state fell early in the days of the Alliance to a brutal assault from the Enemy. It's scattered forces were never able to reassemble in time for the Battle at Caermor, though their loyalty, at least in theory, has never been strongly questioned,) and Sendia (The princes of Sendia have never, in their long history, even once unified behind a single authority for any reason whatsoever. While nominally, Sendia has pledged anew its loyalty to Albia and Dauvin emissaries, Sendian banners yet ride with the hosts of the Enemy, and Rasnish diplomat-traders are found in Sendian dungeons.)
As the needs of the Alliance have exponentially grown, a unified leadership structure has been nearly impossible to maintain with the opening of multiple fronts against the Enemy across the varied cities, fields and forests of the Westlands. In order to facilitate at least some effort in logistical support, the various components of Alliance forces have been roughly grouped into three, with different command structures applied as needed. Each faction has its origins in Albian military and social doctrine, though its application across the forces of the Alliance have necessitated the creation of a fourth category: High Command. While even high ranking officers of each category may not directly command even low-ranking members of other factions without their consent, High Command's authority subsumes all and unifies the varied specialization of each faction, and their component forces, under a single unified vision. As PC's, your forces will, for the time being, take orders from a low-ranking officer of High Command who will provide specific objectives for your forces to pursue.
The Legions:
The primary military deployment of the Alliance, the Legions are a disciplined and accomplished force, comprised of a wide variety of soldiers drawn from each of the seven signatories of the Alliance, though primarily of Dauvite and Albian military forces. If your command is focused on any matter military, whether it is raiding, scouting, open field maneuvers, siege specialization or support for military operations, then your forces will fall under the leadership of the Legions.
The Orders:
The organizational designation given to all matters mystical, the Orders are a loose collection of wizards, sorcerers, colleges, circles and churches. There is no strict hierarchy among the various members of the Orders, as each part of the Orders tends to serve its own objectives and interests though they generally serve alongside elements of the Legions and the Corps as magical support against the many conjurations, illusions and enchantments of the Enemy. The loose structure is intentional, as the Enemy is known to deploy a vast and varied array of magical forces alongside his regular, mortal troops. If your command relies heavily on supernatural forces, whether from magical, natural or divine origins, the Orders will count your force in their number.
The Corps:
An odd collection of mercenary companies, the Corps surpasses all in terms of variety and specialization. Some members of the Corps rely on magical means for their strength - though their motivations being less than idealistic and more compensatory in flavor renders their place in the Orders unfitting - while others are unique their histories or origins. Rasnish spy-rings, elite Dauvite clubs of illegitimate nobleborn knights and rogue or outlawed Albian mage circles fight alongside gnomish shop crews piloting novel machines of war - all comprise the original components of the Corps, though new mercenary forces have added to its strength quite considerably. Competition in the Corps is tough - and often cutthroat, though few even among the Legions can deny the efficacy of these mercenary groups when properly assigned to objectives that fall to their suits.
I just had another interesting idea; it stems from Steven Erikson, Malazan Book of the Fallen, it has some of the best descriptions of what it would be like to use cadres of mages in battle that I have ever read. Anyway, there are also specialist in the armies known as Sappers, or Engineers, who employ Alchemy to make various admixtures that really can mess up an opponent. So, cadres of specialists who bring the 'benefits of chemistry to millions' :). They also build, and destroy, fortifications, bridges, castle walls, etcetera and so forth.
Bye-the-bye, the first book in his series is Gardens of the Moon, great books!
Oh, nice - yeah, that's the kind of idea that I was going for.
So! Let's talk character creation. I've bolded the more relevant sections for hopeful ease of use.
Since you all are starting as commanders of small taskforces, go ahead and roll up a level 5 PC, standard array or manual. No Homebrew, if you please.
Please provide a short backstory for your character with a link to one of the kingdoms mentioned in the Lore drops above, or a brief addition of your own to the world, if fitting. I'm happy to do some collaborative worldbuilding, as we go, but the flavor will hopefully need to be pretty consistent.
Once that's done, let's try sketching out your immediate taskforce/command.
For your taskforce, the idea is that you will essentially run a smaller character sheet in the notes section of your PC's character sheet. Rather than normal stats for a character, your taskforce will have three main stats (Valor, Organization and Morale) and a couple of other trackers for your taskforce's supply situation, reputation/honor and whatever specializations your group has.
Valor is the main combat statistic - when two taskforces fight each other, it will played like a contested strength check in regular play, with whoever wins out each round's roll taking a chunk out of the opposing side's fighting strength (their Organization). When making that combat roll, we will add both your Strength and Dexterity modifiers to the roll, so as to best capture and simulate the fighting strengths of your own forces.
Organization is just what it sounds like, the overall integrity and discipline of your own forces. Your Taskforce's HP pool will start at 10 + Con + Int modifiers (to simulate both the physical toughness of your troops and their discipline in battle).
Morale is a crucial but also generalized stat, tracked as 1 + Wis + Cha modifiers, and is a flat buff (or debuff, as the case may be) to ongoing rolls or checks needed by your group. When in doubt, we'll roll for morale. The idea is that Morale represents your taskforce's general loyalty and enthusiasm - even dreadful circumstances can be overcome with the right application of teamwork, esprit-de-corps, skill and sheer luck, after all. Your Morale score will change on each mission, however, dropping by 1 anytime your taskforce takes HP loss and regenerating with the expenditure of supplies and rest (often after the mission). Morale can, and will (I imagine) go negative in dire circumstances or long, drawn out conflicts, which hopefully seems fairly reasonable to a simulated war-command style of dnd game. In such cases, retreat or withdrawal may be your best options, lest your force be utterly overwhelmed and destroyed.
After you list out your taskforce's main three statistics (Valor, HP and Morale) go ahead and sketch out what an ideal engagement looks like for your taskforce. Are you a company of horse-riding, heavily armored knights? Paint me a word-picture of metal-suited warriors clashing against the foe. Are you a circle of druids, disrupting enemy supply lines through (somewhat) nonviolent means? Paint me a word-picture of a moonlit ritual, of a vespers of the spirit-forest as roads become clogged with roots and mud, and enemy forces founder in the wilderness. Is your force a ragtag group of assassins? You get the idea.
This is both a part of collaborative worldbuilding and a chance for me to evaluate writing style and compatibility, so if you are still interested at this point, I'd love to see what you can do!
Manual means pointbuy? or roll 6* 4d6 drop lowest?
Rollback Post to RevisionRollBack
"grandpa" Salkur, Gnome Arti/Sorc: Forged in Chaos | Pepin, Human Arti/Cleric: Goblin horde | Mixtli, Volc Genasi Arti: Champions of the Citadel | Erix Vadalitis, Human Druid: Rising from the last war |Smithy, Human Arti: Night Ravens: Black orchids for Biscotti | Tamphalic Aliprax, Dragonborn Wizard: Chronicles of the Accursed | Doc, Dwarven Cleric (2024): Adventure at Hope's End | Abathax, Tiefling Illriger: Hunt for the Balowang | Gorin Mestel, Human Arti: Descend into Avernus
Can you clarify who has been selected for the group btw? Just wanted to get clarification
Haven't yet chosen - but if you are still interested in posting a character, I'll be working on a party soon. Originally just wanted to get an interest check with some collaboration for how people might take the prompt.
"grandpa" Salkur, Gnome Arti/Sorc: Forged in Chaos | Pepin, Human Arti/Cleric: Goblin horde | Mixtli, Volc Genasi Arti: Champions of the Citadel | Erix Vadalitis, Human Druid: Rising from the last war |Smithy, Human Arti: Night Ravens: Black orchids for Biscotti | Tamphalic Aliprax, Dragonborn Wizard: Chronicles of the Accursed | Doc, Dwarven Cleric (2024): Adventure at Hope's End | Abathax, Tiefling Illriger: Hunt for the Balowang | Gorin Mestel, Human Arti: Descend into Avernus
My non-named druid will leads his druidic forces, with some animal companions.
Two of the moon druids transform into giant badgers and they start to burrow tunnels to get to the otherside of the enemy forces. The other druids and their companions follow; some needing to either transform in smaller animals as well in order to fit. At the other side the druids come out and strike with their companions. Conjuring more animals to strike supply routes, camps and the back of the enemy forces if needed.
Rollback Post to RevisionRollBack
"grandpa" Salkur, Gnome Arti/Sorc: Forged in Chaos | Pepin, Human Arti/Cleric: Goblin horde | Mixtli, Volc Genasi Arti: Champions of the Citadel | Erix Vadalitis, Human Druid: Rising from the last war |Smithy, Human Arti: Night Ravens: Black orchids for Biscotti | Tamphalic Aliprax, Dragonborn Wizard: Chronicles of the Accursed | Doc, Dwarven Cleric (2024): Adventure at Hope's End | Abathax, Tiefling Illriger: Hunt for the Balowang | Gorin Mestel, Human Arti: Descend into Avernus
Captain Ohan (Wood elf) the commander of the Dauvin Rangers Echelon (An elite archery force) This military force has a long history of protecting the cradle of the empire, this group contains the bloodlines of some of the most powerful people in the realm. In recent history Dwarfs have worked their way into these elite ranks and stand shoulder to should with their Elvish compatriots.
The early morning fog was settling over the field which would soon be covered in fallen souls. Given his orders Oham positions his men along the battle line. Elves and Dwarfs alike assume their battle positions. No time for quivering hands, these soldiers have trained for these situtions. Fear is pushed aside as The dwarfs form a front row with Elves behind, long darkwood longbows in hand and arrows nocks.
Ability scores: 71411131610 (Copied from a previous post)
Nice thoughts!
This sounds really cool.
Having only recently become free of the Big Bad, the first thing that jumps to my mind is how people view religion and if they feel the gods abandoned them against this evil. Perhaps religion is slowly growing due to past champions of the gods having helped free the lands and part of the army's efforts are spreading word that the gods are backing them and that they have not abandoned their people.
Locations that could be tied into this would be ancient temples, now desecrated where ancient relics and wisdom lay hidden. Helping uncover these places or bolster surviving holy places could give the alliance powerful new tools, footholds, and improve moral.
Perhaps the BBEG has imposed a different pantheon that he has brought with him. The ancient temples could hold information about him that he wanted destroyed or clues to who he is.
I'd want to see more about the world to tie a character in with along with who the rest of the party is. If I made a character to tie into this it would be someone who originally believes the gods abandoned them but then grows to follow them, a martial/cleric multiclass probably.
Kinda like witchers, but not (since I’ve not read into the media. Basically, a small sect (possibly religious in nature) that see darker magics as more of a grey are. They work with dark forces they have tamed to fight off the more evil ones.
Martial clerics would be a necessity, I would think - and yes, one of the enduring effects of the Enemy would certainly be the perversion of the preexisting pantheon!
Lore Drop #1: Chronicles of the Alliance
Origins:
In lost and halcyon days of yore, the Kingdoms of the Westlands that now comprise the high and low members of the Alliance were once little more than petty nations, squabbling over border disputes and the insipid generational feuds between rival noble families. All in all, it was a peaceful time - relatively free of major strife, broken only by the occasional dragon or necromancer, quickly resolved by the intrepid actions of legendary heroes.
The Rise and Fall of the Enemy: The Battle of Caermor
This era swiftly ended with the arrival of the Enemy, an implacable and deadly force that swept over the eastern regions of the Westlands, grinding them to heel under the oppressive rule of a godlike figure of evil and unrestrained malice. The Enemy's armies pushed ever Westward, and the hastily formed Alliance gathered together armies sufficient enough in size and strength to beat back the foe - or so they believed. Three close fought defeats later, and the majority of the original members of the Alliance had broken their promises of support, their shattered and demoralized armies retreating home to defend what strongholds that remained. Only three members of the Alliance stood together at last to break back the foe: Rasne Dauvin and Albia. In a stunning move, in a pitched battle at the fields of Caermor - the last defensible position before the fields and farms of Dauvin lay open to the Enemy's grasp - the Alliance overthrew the Enemy's forces and dealt a mortal blow, sending their dark forces fleeing back to their conquered holdings across the Westlands and beyond. It is believed that the Enemy himself was dealt a wound so great that he was forced to return to his Dark Fortress, located somewhere beyond the furthest frontiers of the Westlands in the East, in the Grey Wastes beyond the Wyrmbone peaks.
Rasne:
A land of low hills, bleak marshes, and a propensity for excellent poets and merchants, the Rasnish have long been known a a people doughty fighters, staunch comrades and epic tellers of tales from distant lands. Rasne is a wealthy country, primarily inhabited by humans and dwarves, with significant populations of other folk from around the world seeking opportunities in trade. Rasnish outriders and spies harried the Enemy's retreat across the Westlands, fearlessly striking deep into territory that few would dare to penetrate for fear of reprisal. Their diplomats have been instrumental in gaining the Alliance needed signatories and access through the convoluted political landscape of the Westerlands following the climactic battle at Caermor.
Dauvin:
Often considered the cradle of Empires, with political and family lineages dating back into prehistory, there are powerful magical bloodlines running strong and fresh through Dauvite nobility even to this day. Deeply classical in their social norms, Dauvite custom demands that the offspring of each family take up the occupation of their forbears, resulting in a nation that struggles to adapt to novel circumstances and style, thought certainly one of peerless strength, ability and specialization in the arts of war. The largest and most populous of the three original surviving members of the Alliance, Dauvite peoples are largely human, with trace populations of elves and an especially large and skilled population of immigrant Rasnish dwarves serving as a pseudo middle-class.
Albia:
Though younger than Dauvin by less than a century, Albia has historically been the seat of High King, a god whose throne still exists in their capital city. A nation of magical wonders and peerless heroism, Albian leaders sponsored the original founding the Alliance and saw it through its darkest days, before the turning of the tide at Caermor. Founded by elves and humans in antiquity, Albia is a model kingdom in its idealistic pursuit of freedom from the tyranny of the Enemy, whose actions, it is whispered, were prophesied in earlier ages by Albian wizards and orreries. A place of science and magic, Albian technological development has given the Alliance a needed edge, with weapons and armors capable of resisting the corrupting influence of the Enemy's minions and the adamant will to see this threat extinguished once and for all.
The Campaign: new-old members of the Alliance
Though themselves still recovering strength, the surviving members of the Alliance immediately set about freeing their neighbors, reinstating them to the cause and organizing a grand Campaign against the Enemy, to destroy the threat once and for all. Thus far, four additional members of the Alliance have been liberated: Tolas (an island nation whose highly competent navy trounced the captured ships of the Enemy's much larger force, but subsequently sued for peace apart from the other members of the Alliance, not wishing to risk their own in a prolonged engagement that would strip their defenses of needed manpower,) Va'ran (a woodland kingdom of elves who retreated beyond their to the safety of their ancient warden-trees and refused to honor the call to arms in the Alliances darkest hour. It is rumored that Va'rani emissaries may have reached an accord with the Enemy, waiting for the outcome of the Battle at Caermor before deciding to commit to one side or the other,) Gelder (a kingdom born of Dauvite dissidents, this freedom-loving nation-state fell early in the days of the Alliance to a brutal assault from the Enemy. It's scattered forces were never able to reassemble in time for the Battle at Caermor, though their loyalty, at least in theory, has never been strongly questioned,) and Sendia (The princes of Sendia have never, in their long history, even once unified behind a single authority for any reason whatsoever. While nominally, Sendia has pledged anew its loyalty to Albia and Dauvin emissaries, Sendian banners yet ride with the hosts of the Enemy, and Rasnish diplomat-traders are found in Sendian dungeons.)
Lore Drop #2
Factions of Campaign:
As the needs of the Alliance have exponentially grown, a unified leadership structure has been nearly impossible to maintain with the opening of multiple fronts against the Enemy across the varied cities, fields and forests of the Westlands. In order to facilitate at least some effort in logistical support, the various components of Alliance forces have been roughly grouped into three, with different command structures applied as needed. Each faction has its origins in Albian military and social doctrine, though its application across the forces of the Alliance have necessitated the creation of a fourth category: High Command. While even high ranking officers of each category may not directly command even low-ranking members of other factions without their consent, High Command's authority subsumes all and unifies the varied specialization of each faction, and their component forces, under a single unified vision. As PC's, your forces will, for the time being, take orders from a low-ranking officer of High Command who will provide specific objectives for your forces to pursue.
The Legions:
The primary military deployment of the Alliance, the Legions are a disciplined and accomplished force, comprised of a wide variety of soldiers drawn from each of the seven signatories of the Alliance, though primarily of Dauvite and Albian military forces. If your command is focused on any matter military, whether it is raiding, scouting, open field maneuvers, siege specialization or support for military operations, then your forces will fall under the leadership of the Legions.
The Orders:
The organizational designation given to all matters mystical, the Orders are a loose collection of wizards, sorcerers, colleges, circles and churches. There is no strict hierarchy among the various members of the Orders, as each part of the Orders tends to serve its own objectives and interests though they generally serve alongside elements of the Legions and the Corps as magical support against the many conjurations, illusions and enchantments of the Enemy. The loose structure is intentional, as the Enemy is known to deploy a vast and varied array of magical forces alongside his regular, mortal troops. If your command relies heavily on supernatural forces, whether from magical, natural or divine origins, the Orders will count your force in their number.
The Corps:
An odd collection of mercenary companies, the Corps surpasses all in terms of variety and specialization. Some members of the Corps rely on magical means for their strength - though their motivations being less than idealistic and more compensatory in flavor renders their place in the Orders unfitting - while others are unique their histories or origins. Rasnish spy-rings, elite Dauvite clubs of illegitimate nobleborn knights and rogue or outlawed Albian mage circles fight alongside gnomish shop crews piloting novel machines of war - all comprise the original components of the Corps, though new mercenary forces have added to its strength quite considerably. Competition in the Corps is tough - and often cutthroat, though few even among the Legions can deny the efficacy of these mercenary groups when properly assigned to objectives that fall to their suits.
I just had another interesting idea; it stems from Steven Erikson, Malazan Book of the Fallen, it has some of the best descriptions of what it would be like to use cadres of mages in battle that I have ever read. Anyway, there are also specialist in the armies known as Sappers, or Engineers, who employ Alchemy to make various admixtures that really can mess up an opponent. So, cadres of specialists who bring the 'benefits of chemistry to millions' :). They also build, and destroy, fortifications, bridges, castle walls, etcetera and so forth.
Bye-the-bye, the first book in his series is Gardens of the Moon, great books!
Panic is a mechanism that strengthens the gene pool.
Oh, nice - yeah, that's the kind of idea that I was going for.
So! Let's talk character creation. I've bolded the more relevant sections for hopeful ease of use.
Since you all are starting as commanders of small taskforces, go ahead and roll up a level 5 PC, standard array or manual. No Homebrew, if you please.
Please provide a short backstory for your character with a link to one of the kingdoms mentioned in the Lore drops above, or a brief addition of your own to the world, if fitting. I'm happy to do some collaborative worldbuilding, as we go, but the flavor will hopefully need to be pretty consistent.
Once that's done, let's try sketching out your immediate taskforce/command.
For your taskforce, the idea is that you will essentially run a smaller character sheet in the notes section of your PC's character sheet. Rather than normal stats for a character, your taskforce will have three main stats (Valor, Organization and Morale) and a couple of other trackers for your taskforce's supply situation, reputation/honor and whatever specializations your group has.
Valor is the main combat statistic - when two taskforces fight each other, it will played like a contested strength check in regular play, with whoever wins out each round's roll taking a chunk out of the opposing side's fighting strength (their Organization). When making that combat roll, we will add both your Strength and Dexterity modifiers to the roll, so as to best capture and simulate the fighting strengths of your own forces.
Organization is just what it sounds like, the overall integrity and discipline of your own forces. Your Taskforce's HP pool will start at 10 + Con + Int modifiers (to simulate both the physical toughness of your troops and their discipline in battle).
Morale is a crucial but also generalized stat, tracked as 1 + Wis + Cha modifiers, and is a flat buff (or debuff, as the case may be) to ongoing rolls or checks needed by your group. When in doubt, we'll roll for morale. The idea is that Morale represents your taskforce's general loyalty and enthusiasm - even dreadful circumstances can be overcome with the right application of teamwork, esprit-de-corps, skill and sheer luck, after all. Your Morale score will change on each mission, however, dropping by 1 anytime your taskforce takes HP loss and regenerating with the expenditure of supplies and rest (often after the mission). Morale can, and will (I imagine) go negative in dire circumstances or long, drawn out conflicts, which hopefully seems fairly reasonable to a simulated war-command style of dnd game. In such cases, retreat or withdrawal may be your best options, lest your force be utterly overwhelmed and destroyed.
After you list out your taskforce's main three statistics (Valor, HP and Morale) go ahead and sketch out what an ideal engagement looks like for your taskforce. Are you a company of horse-riding, heavily armored knights? Paint me a word-picture of metal-suited warriors clashing against the foe. Are you a circle of druids, disrupting enemy supply lines through (somewhat) nonviolent means? Paint me a word-picture of a moonlit ritual, of a vespers of the spirit-forest as roads become clogged with roots and mud, and enemy forces founder in the wilderness. Is your force a ragtag group of assassins? You get the idea.
This is both a part of collaborative worldbuilding and a chance for me to evaluate writing style and compatibility, so if you are still interested at this point, I'd love to see what you can do!
Manual means pointbuy? or roll 6* 4d6 drop lowest?
"grandpa" Salkur, Gnome Arti/Sorc: Forged in Chaos | Pepin, Human Arti/Cleric: Goblin horde | Mixtli, Volc Genasi Arti: Champions of the Citadel | Erix Vadalitis, Human Druid: Rising from the last war | Smithy, Human Arti: Night Ravens: Black orchids for Biscotti | Tamphalic Aliprax, Dragonborn Wizard: Chronicles of the Accursed | Doc, Dwarven Cleric (2024): Adventure at Hope's End | Abathax, Tiefling Illriger: Hunt for the Balowang | Gorin Mestel, Human Arti: Descend into Avernus
Can you clarify who has been selected for the group btw? Just wanted to get clarification
The second one!
Haven't yet chosen - but if you are still interested in posting a character, I'll be working on a party soon. Originally just wanted to get an interest check with some collaboration for how people might take the prompt.
Ability scores: 12 10 11 13 16 16
"grandpa" Salkur, Gnome Arti/Sorc: Forged in Chaos | Pepin, Human Arti/Cleric: Goblin horde | Mixtli, Volc Genasi Arti: Champions of the Citadel | Erix Vadalitis, Human Druid: Rising from the last war | Smithy, Human Arti: Night Ravens: Black orchids for Biscotti | Tamphalic Aliprax, Dragonborn Wizard: Chronicles of the Accursed | Doc, Dwarven Cleric (2024): Adventure at Hope's End | Abathax, Tiefling Illriger: Hunt for the Balowang | Gorin Mestel, Human Arti: Descend into Avernus
Ability scores: 7 14 11 13 16 10
Ability scores: 14 9 13 9 12 15
These stats hurt my soul.
Thanks for the opportunity, but I'm going to drop out. Good luck with the game!
My non-named druid will leads his druidic forces, with some animal companions.
Two of the moon druids transform into giant badgers and they start to burrow tunnels to get to the otherside of the enemy forces. The other druids and their companions follow; some needing to either transform in smaller animals as well in order to fit. At the other side the druids come out and strike with their companions. Conjuring more animals to strike supply routes, camps and the back of the enemy forces if needed.
"grandpa" Salkur, Gnome Arti/Sorc: Forged in Chaos | Pepin, Human Arti/Cleric: Goblin horde | Mixtli, Volc Genasi Arti: Champions of the Citadel | Erix Vadalitis, Human Druid: Rising from the last war | Smithy, Human Arti: Night Ravens: Black orchids for Biscotti | Tamphalic Aliprax, Dragonborn Wizard: Chronicles of the Accursed | Doc, Dwarven Cleric (2024): Adventure at Hope's End | Abathax, Tiefling Illriger: Hunt for the Balowang | Gorin Mestel, Human Arti: Descend into Avernus
Captain Ohan (Wood elf) the commander of the Dauvin Rangers Echelon (An elite archery force) This military force has a long history of protecting the cradle of the empire, this group contains the bloodlines of some of the most powerful people in the realm. In recent history Dwarfs have worked their way into these elite ranks and stand shoulder to should with their Elvish compatriots.
The early morning fog was settling over the field which would soon be covered in fallen souls. Given his orders Oham positions his men along the battle line. Elves and Dwarfs alike assume their battle positions. No time for quivering hands, these soldiers have trained for these situtions. Fear is pushed aside as The dwarfs form a front row with Elves behind, long darkwood longbows in hand and arrows nocks.
Ability scores: 7 14 11 13 16 10 (Copied from a previous post)
I'd be open for a reroll if you like
Stat-o-rama!
Ability scores: 7 10 12 13 13 12
Walks in [insert absurd situation].
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