Just to make sure you know, because you mentioned being new to D&D and I didn't spell it out: you can put those rolls into any stat you want. Some groups do the hard-and-fast positional thing, and it can be fun, but the norm at this point is usually getting to choose where to put them. So if you want to be a cleric, you can have the 16 go into Wisdom, say, and get the benefit there where you want it. It means you can do what you want more than being constrained so much by the rolls. As a partial aside, the variants for Tiefling, as they're scattered in other areas: Infernal is the basic Tiefling in the PHB. Abyssal Tieflings swap the Intelligence boost for a Constitution boost, speak Abyssal instead of Infernal, and gain hp equal to half their level (minimum 1). They also swap the spells for some that are randomized daily. They were first introduced here, and that's where I'm leaving the spellcasting explanation. On top of those, the SCAG provides the following additional options: Feral Tieflings swap the Charisma boost for a Dexterity boost. Devil's Tongue changes the Infernal Legacy spells for vicious mockery, charm person, and enthrall, gained at the same time. Only available to Infernal Tieflings. Hellfire changes out the hellish rebuke of Infernal Legacy for burning hands, but requires Infernal Legacy to do so. Winged Tieflings gain a flying speed of 30 ft in exchange for whatever spellcasting they'd pick up. ...which is why I said they could do almost anything to some degree, with all the different options for stats and such. If you go the Ranger path I might suggest Feral (if it fits your character, regardless of Infernal or Abyssal choices), as a potential 18 Dexterity to start is pretty great. Oh nooooo. I'm not excited at the prospect at all. How dreadful, to discuss backstory in-depth. :P Well, the slavers part makes total sense, as that's something of a thing, unfortunately. The priestessing likewise makes sense, going to probably stick with Lolth as the Sidereal especially can have more obvious/direct contact with deities of whatever variety given their focus on such. The big thing would be the "most powerful house in an empire's capital city" bit. Not in that I'd discourage it or that it'd be hard to fit, but just in making sure you want the ramifications. An empire, in this setting, would basically mean being a city-state, sect, or clan that has subjugated many others and has them as underlings, usually due to having a few particularly powerful members at some point in (potentially recent) history. This means that their best and brightest (or at least the wealth belonging to such) filters up the ladder to promote the growth of the core members of the empire. An Imperial Heir going out on adventure would probably consider Level 6 to be a reasonable start, and the whole first tier of a class would be for children, the untalented, and other such "lessers". This helps them maintain power (as they can provide more training and magical gear to their talented heirs than those they subjugate, helping them subjugate more), but they also can have pretty powerful groups grow within their borders due to the multiplanar thing in ways that traditional Earth empires rarely have to deal with to the same extent. A powerful city-state, then, would be the same thing on a smaller scale. Probably the dominant place in the plane, given lots of face by the locals, a bit less able to demand tribute from those around them. They might be known in nearby planes, but their name alone isn't going to be enough to give everyone some degree of pause. If you want them to be smaller-scale, I'd suggest that Rhyl's family is just as you describe, with his mother ruling the city and handling affairs while his grandmother is a powerful priestess (and possibly the sort of powerful entity that makes the other city-states in the area think twice before moving against the city). They'd be very powerful within their region, able to influence a few other regional powers to keep an eye out, but would probably be hesitant to just have people out to keep an eye on him. A bounty might be out there, though. If you want them to be larger, I'd say that his mother probably has pushed the affairs of the city proper off onto a sibling or cousin of his, and that she does more management of the empire (which'd consist of at least a half-dozen planes under the family's direct control, a dozen whose Drow populations for themselves but are definitely subordinate to the family, and maybe a couple dozen more who are "shared" with another empire but know better than to argue too much about it with either). His grandmother, then, would be one of the High Priestesses of the Drow, in a "could trace lineage to Lolth if that's a thing, but even if it isn't is the sort of worshipper who Lolth knows by name" sort of way, the kind of powerful entity that a traditional D&D group might aspire to overthrow after quite a lot of adventuring. They'd have a lot more power able to be out and looking, but that doesn't mean they'd be looking all the time or necessarily successful due to how huge and fragmented the world is... more just that going near Drow settlements without a disguise might be a bad plan. People have definitely been hired to locate him. Makes sense! Definitely makes the size of their power base all the more important, though! Regarding the above point about the sorts of things an Imperial Heir might expect, was Rhyl raised to be a Cleric? Could see Lolth revoking that (and, say, all of his levels) when he transitioned and took flight, which'd leave him building things back up. Might make sense to then go for Paladin, being something similar enough to throw previous experience into, but more self-reliant and less prone to deity-sniping. (Note for others: Deity-sniping here used for narrative effect to explain potential de-leveling, de-leveling shouldn't be expected in-game without your direct narrative request for such.) QUOTE="esotericPrognosticator, post: 601571, member: 1050"]what even is dragonchess? chess? with dragon-themed chess pieces?? or??? uh, but instruments are bulky, I'll take the gaming proficiency (I've already pencilled it in) unless you're willing to give him another language instead. he hid in his library for quite a while there. :P[/QUOTE] It's an actual thing that Gygax came up with, and I wasn't joking about it being a right pain to learn. *whispering* roll the dice, roll the dice, roll the dice... My thinking is that you'll be equipped with some things, and have the chance to get the rest soonish, but that unless someone specifies the capture might have been fairly recent for most of you. Kind of a "round up anyone that doesn't already belong to us or to someone we can't afford to piss off" thing. So they might've just not bothered to strip people of their basic gear, because the group holding you prisoner is stronger and has some folks of a higher level. There's a reason the two DM suggested routes have been "go inside and look for treasure to help with getting free" and "escape while they're busy" and not "try and take on the group that captured y'all head-to-head" because the amount that'd need to be sacrificed to RNGsus to make that a probable victory... probably isn't worth it. So they're unlikely to be too worried about people turning on them to bother taking away their weapons. Fantasy stuff makes things weird when compared to real life, what can I say?