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[DnD 5e] As Of Yet Unnamed Homebrew Setting OOC (looking for players)

Discussion in 'It's Galley's Turn' started by luna, Sep 5, 2017.

  1. luna

    luna Active Member

    Yeah, you can trade it around! Basically I'm gonna say that you essentially have gold equal to the value of your starting equipment to make everything easier?
     
    • Like x 1
  2. TheSeer

    TheSeer 37 Bright Visionary Crushes The Doubtful

    In that case, I p much have a character! :mspa:
     
    • Like x 1
  3. Helen of Boy

    Helen of Boy Hugcrafter Pursuivant

    Alright! Israf is all done up and ready to play!

    Israf
    Hobgoblin Knight (Noble Variant), Wizard 1
    Lawful Neutral

    AC 14
    8 hp
    Speed 30 ft.
    Rapier +6 melee (1d8+4 piercing)

    Abilities
    Str 8 (-1)
    Dex 18 (+4)
    Con 14 (+2)
    Int 18 (+4)
    Wis 13 (+1)
    Cha 10 (+0)

    Proficiencies (+2)
    Skills: History (+6), Persuasion (+2), Arcana (+6), Insight (+3)
    Tools: dragonchess (or equivalent fancy strategy game)
    Armor: light
    Weapons: daggers, darts, slings, quarterstaffs, light crossbows, rapiers, hand crossbows
    Saves: Intelligence (+6), Wisdom (+3)
    Languages: Common, Goblin, Undercommon

    Features
    Darkvision 60 ft.
    Saving Face: If you miss with an attack roll or fail an ability check/saving throw, you may add a bonus to the roll equal to the number of allies you can see within 30 ft. (max +5). Once used, need to rest to recover.
    Retainers: You have the service of three loyal retainers, one of whom is your squire. The other two are commoners who an perform mundane tasks for you, but don't fight for you or follow you into obviously dangerous areas like dungeons, and will leave if frequently endangered or abused. Israf's retainers are: her majordomo, Secan; her squire, Nalet; and her messenger, Rolas.
    Spellcasting: see below
    Arcane Recovery: Once per day, after a short rest, recover 1/2 of Wizard level in spell slot levels, rounded up. (So, one level's worth, right now.)

    Spellcasting
    Spell Save DC: 14
    Spell Attack Modifier: +6
    Cantrips Known: booming blade, green-flame blade, minor illusion
    1st Level Spells (2 slots, italics indicate prepared): absorb elements, ice knife, magic missile, detect magic, shield, sleep

    Equipment
    component pouch, rapier, fine clothes, spellbook, signet ring, scroll of pedigree, 3 gp, a nightcap (that, when worn, gives you pleasant dreams), backpack, bedroll, mess kit, tinderbox, 10 days of rations, waterskin, hempen rope

    Background
    Personality Trait: If you do me an injury I will crush you, ruin your name, and salt your fields.
    Ideal: Those above deserve the respect of those beneath them, but that position comes with responsibilities to their lessers as well.
    Bond: I am a reflection of Scoar, and will do anything to help it thrive as it has helped me.
    Flaw: In fact, the world does revolve around me.

    Raised to be a potential future chief from a pretty young age, Israf has kind of been massively warped by that experience (as seen by her personality traits). She's pretty talented, but in the sort of way that comes about from being immersed in one thing for your entire life without any other experiences. This is why she's leaving now, to get that broader experience before she might need to ascend to a proper leadership role. It's also why she's travelling with a squire/apprentice, a personal messenger/attendant, and the majordomo/tutor that ran her house in Scoar while she was growing up. It's to keep her on the "right path" and also to help her adapt to the vagaries of not living in a princely academy.

    Secan came along to continue ensuring she lives right, Rolas came along to take care of the little things so that Israf can focus on personal development, and Nalet is there because it's important to be able to teach and lead to become a chief, so having at least one apprentice is pretty essential. I think that Israf likes them all, but in the sort of detached way that happens when someone is raised to believe they're more special than those around them.

    Beyond that, I don't think Israf's life has been particularly exciting, at least in her opinion. You know, beyond being taken as an infant and raised in a competitive environment to better lead her people in the future. Learning to fight, plan, work magic, and carry the honour and pride of the Goblin peoples properly. The usual. If there have been romances or rivalries, I don't think Israf has really paid them much mind, or possibly even noticed. She's been too focused on her own performance to really take note of others properly.

    Pretty open to other players working into her backstory or vice-versa if anyone wants.
     
    • Like x 6
  4. Panda

    Panda Fuzzy critter

    Maram
    Tabaxi Sage, Sorcerer 1
    Chaotic Good

    AC 11
    6 hp
    Speed 30 ft.
    Dagger melee (1d4+1 piercing)
    Crossbow, light ranged (1d8+1 piercing) (20 bolts)

    Abilities
    Str 9 (-1)
    Dex 12 (+1)
    Con 11 (+0)
    Int 15 (+2)
    Wis 16 (+3)
    Cha 17 (+3)

    Proficiencies (+2)

    Skills: Arcana (+4), Deception (+5), History (+4), Perception (+5), Persuasion (+5), Stealth (+3)
    Armor: Unarmored
    Tools: None
    Weapons: Daggers, Darts, Sling, Quarterstaff, Crossbow, light
    Saves: Constitution (+ 2), Charisma (+5)
    Languages: Common, Goblin, Draconic, Gnomish

    Features

    Darkvision 60 ft.
    Cat's claws: Melee, 1d4 -1 slashing damage
    Feline Agility: Double speed when moving on your turn in combat
    Researcher: If you don't know a piece of info you often know where to find it
    Tides of Chaos: Gain advantage on a roll (use once/long rest)
    Wild magic surge: Do a d20 check when casting sorcerer spells, on a 1 roll on the Wild Magic Surge table


    Spellcasting

    Spell Save DC: 13
    Spell Attack Modifier: +5
    Cantrips Known: Dancing Lights, Fire Bolt, Friends, Mage Hand
    1st Level Spells (2 slots): Witch Bolt, Ray of Sickness

    Equipment

    20 crossbow bolts, Quill, Pouch, Clothes, common, Crystal, Knife, small, Waterskin, Bedroll, Rations (10 x 1 day), Rope, hempen, Tinderbox, Messkit, Backpack, 10 x Torch, Ink, Letter with question from dead colleague

    Background

    19 years old / 5'6" / 140 lbs
    Appearance: Based on a serval, with slightly darker eyes, a bit on the short side for Tabaxi. Dresses in simple, subtle clothes that maintain their ability to move easily as much as possible.

    Personality Trait: There’s nothing I like more than a good mystery.
    Ideal: Nothing should fetter the infinite possibility inherent in all existence.
    Bond: I work to advance my own people
    Flaw: Unlocking an ancient mystery is worth the price of a civilization.

    Born as the youngest of a litter of 4 it was never thought that Maram would amount to anything special. As they grew however, it became evident that they had a knack for using their silver tongue to their advantage even more than other Tabaxi.
    And there was another fact that would soon change the way Maram was seen by their clan: They developed magic, seemingly overnight. At first they learned how to make friends easier than even before but soon their powers grew.

    Since no one else in their family has a hang for the magical, Maram began to feel strange and almost like an outcast in their own home.
    So they left to study various aspects of life in the libraries they would still find and with the mentors still left, leaving them with a broad background in a number of abilities. The long hours of studies left them with little time for friendships or even romance, so Maram became almost a loner by choice.

    But, being naturally curious in the way all Tabaxi are in a way, research and theory became boring after a while and now they are hungry for adventure, meeting like-minded adventures (and maybe one or two casters to talk shop) and to put the magical abilities they gathered to the test. This lost temple everyone seemed to be whispering about sounds right up their alley...


    (Please feel free to let me know if I should change anything up or if it looks like I made any mistakes on my sheet, I haven't played 5e before and it's been aaaages since I played anything as a player.)
    Like Helen of Boy, I'm also open to other players working into their backstory in one way or another, just hit me up ^^

    Edit log just in case:

    -changed first level spell from Chromatic Orb to Witch Bolt
    -swapped values for Con and Int
    -added appearance description
     
    Last edited: Sep 16, 2017
    • Like x 4
  5. luna

    luna Active Member

    @Panda all seems good to me!
     
    • Like x 1
  6. Helen of Boy

    Helen of Boy Hugcrafter Pursuivant

    Just a head's up, you need a 50gp diamond to cast this. It doesn't get used up in the process, but acquiring it in the first place can be tricky. Still an amazing spell, just wanted to forewarn you.

    Other than that, Maram looks awesome. I especially like how they and Israf have these sort of mirrored lives going on. Both magically gifted, both going to study to the exclusion of all else, but in different ways in different places with different circumstances surrounding them. I think it'll be fun to see them interact.
     
  7. Toaster

    Toaster Active Member

    Shallows (Hiophis)
    Lizardfolk Barbarian 1
    Outlander background
    Lawful Neutral

    AC: 14
    HP: 15
    Speed: 30 feet walking, 30 feet swimming

    Bite +2 melee (1d6+3 piercing)
    Maul +5 melee (2d6+3 bludgeoning)
    Handaxe +5 melee (1d6+3 slashing; if thrown, range 20/60)
    Javelin +5 melee (1d6+3 piercing; if thrown, range 30/120)

    Abilities
    Strength 16 (+3)
    Dexterity 13 (+1)
    Constitution 17 (+3)
    Intelligence 11 (+0)
    Wisdom 14 (+2)
    Charisma 9 (-1)

    Proficiencies (+2)
    Skills: Athletics (+5), Intimidation (+1), Nature (+2), Perception (+4), Stealth (+3), Survival (+4)
    Armor: light armor, medium armor, shields
    Weapons: simple weapons, martial weapons
    Tools/Instruments: drums
    Saves: Strength (+5), Constitution (+3)
    Languages: Common, Draconic, Goblin


    Features
    Hold Breath: You can hold your breath for up to 15 minutes at a time.
    Bite: Your fanged maw is a natural weapon, which you can use to make unarmed strikes. If you hit with it, you deal piercing damage equal to 1d6 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.
    Hungry Jaws: In battle, you can throw yourself into a vicious feeding frenzy. As a bonus action, you can make a special attack with your Bite. If the attack hits, it deals its normal damage, and you gain temporary hit points (minimum of 1) equal to your Constitution modifier, and you can't use this trait again until you finish a short or long rest.
    Cunning Artisan: As part of a short rest, you can harvest bone and hide from a slain beast, construct, dragon, monstrosity, or plant creature of size Small or larger to create one of the following items: a shield, a club, a javelin, or ld4 darts or blowgun needles. To use this trait, you need a blade, such as a dagger, or appropriate artisan's tools, such as leatherworker's tools.
    Natural Armor: You have tough, scaly skin. When you aren't wearing armor, your AC is 13 + your Dexterity modifier. You can use your natural armor to determine your AC if the armor you wear would leave you with a lower AC. A shield's benefits apply as normal while you use your natural armor.
    Wanderer: You have an excellent memory for maps and geography, and you can always recall the general layout of terrain, settlements, and other features around you. In addition, you can find food and fresh water for yourse]f and up to five other people each day, provided that the land offers berries, small game, water, and so forth.
    Unarmored Defense: While you are not wearing any armor, your Armor Class equals 10 + your Dexterity modifier + your Constitution modifier. You can use a shield and still gain this benefit.

    Rage: In battle, you fight with primal ferocity. On your turn, you can enter a rage as a bonus action.
    While raging, you gain the following benefits if you aren't wearing heavy armor:
    - You have advantage on Strength checks and Strength saving throws.
    - When you make a melee weapon attack using Strength, you gain a bonus to the damage roll that increases as you gain levels as a barbarian, as shown in the Rage Damage column of the Barbarian table. (currently +2)
    - You have resistance to bludgeoning, piercing, and slashing damage.
    - If you are able to cast spells, you ean't cast them or concentrate on them while raging.
    Your rage lasts for 1 minute. It ends early if you are knocked unconscious or if your turn ends and you haven't attacked a hostile creature since your last turn or taken damage since then. You can also end your rage on your turn as a bonus action.
    Once you have raged the number of times shown for your barbarian level in the Rages column of the Barbarian table (currently 2), you must finish a long rest before you can rage again.

    Equipment
    Maul, handaxes (x2), javelins (x4), hunting trap, set of traveller's clothes (not hers), staff, hunting trophy (necklace of bugbear teeth), backpack, bedroll, mess kit, tinder box, torches (x10), day's rations (x10), waterskin, and 50 ft. hempen rope.

    Background
    25 years old / 7'1" / 240 lbs
    Appearance: Based on the blue-crested lizard, with sky-blue scales (bright royal blue at the throat), a clear white stripe on each side of her face and neck, and rust-red spots down her back fading into her orange-rust hindquarters and ringed tail. She is tattooed with scenes of her tribal history and ancestors.
    Personality Traits: I am extremely patient, and can do tedious work or lie very still for hours in pursuit of my goals. Wearing clothing that is not armor or otherwise protective makes no sense to me. I do not understand humor, but in order to better fit in with non-lizardfolk I am trying to learn.
    Quirks: I sleep best while mostly submerged in water. I appreciate the soft ones who have used ingenuity and the resources around them to try and match the gifts I was born with. The only "courtesy" that makes sense is respect for my elders, who have lived long and therefore must have useful lessons to impart.
    Ideal: All life strives to contribute to the world and add to their lineage; wasting life and its resources is the only true wrong. If I am wasteful or careless, it is to the detriment of my tribe.
    Bond: I act for the advancement of my tribe and the survival of our future generations, not solely for my own benefit.
    Flaws: I have no sympathy for the emotional reactions and qualms of warm-blooded creatures. Don't expect me to save those who cannot save themselves; it is nature's way that the strong thrive and the weak perish. I will not exert myself unless I am convinced it is to the benefit of myself and my goals.

    Born to the Burrow tribe, she was named Thick Tail as a hatchling, and was one of only a handful of hatchlings to survive their first, hungry year. Times were lean throughout her childhood, and only three of them made it to adolescence--Thick Tail, one brother, and one sister. At the age of fourteen all three departed to live with the branch of the family on the border of Xus, to spend a few years there hunting and sending food home.

    Close to the borders it was safe foraging ground, but poor hunting. Thick Tail's sister preferred it there. Thick Tail and her brother, on the other hand, often ranged farther out, following a river's course to a region with more forage and prey; that it was also a region populated by goblins didn't trouble them, as they hid beneath the waters of the river when roving patrols went by, and preyed on lone travellers as well as more traditional game. They hunted well together for nearly ten years, and in that time killed a lone bugbear together, dragging it into the river when it came down for a drink and defeating it as much through drowning as through struggle. From this, she won her adult name, Shallows; this was not the only time she had struck from ambush in the water, and the name suited her well.

    After their return to the main tribe in the depths of the swamp, Shallows was dissatisfied with the dragonweed-choked lands they called their home. While her sister, showing talent as an alchemist, began working with the dragonweed, Shallows didn't believe that the choking plant could save them. Her brother, proud of his prowess as a hunter, returned again and again to the borders, but Shallows didn't see a future in that marginal existence either. It was rare for a lizardfolk to think more than a few seasons into the future, and when she spoke her misgivings to the tribe's shaman, he decided that it must mean she had a particular connection to the tribe's ancestors, seeing visions of the idyllic past they'd once had before the mountain erupted.

    She submitted to his views, because he was the shaman, and let her inscribe images of the ancestors on her skin to strengthen her connection, but it brought her no new visions or mystic knowledge. The food-filled future she saw was beyond Xus' borders, she decided, in someplace as full of life as the goblin lands--not those, or anywhere else that had been claimed by strong forces, but some land left alone and neglected. Possibly in the wilds of Asloya, or the depths of the great rainforest, there was a place that the Burrow tribe could call home. Driven by that vision, Shallows left the tribe, determined to find them such a place in her wanderings where future generations could thrive.



    (I would definitely be willing to connect backstories if anyone wanted! I know we have two goblinoids if they wanted to have known the bugbear she murdered, and she could have taken those traveller's clothes off anyone's corpse, lol, but I'm also up for more peaceful connections.)


    Edit log: added some lizardfolk/personality quirks to that second.
     
    Last edited: Oct 14, 2017
    • Like x 4
  8. Panda

    Panda Fuzzy critter

    Fuuuu I forgot about that, thanks for reminding me.
    I think I'm going to swap Chromatic Orb for Witch Bolt for now and then Maram can learn Chromatic Orb that once we've done some adventuring ._.

    Thank you so much! Israf sounds like such a cool character too and with being similar but still so different I agree it'll be fun to see how interactions between them pan out, I can see that taking a couple different directions ^^

    Toaster, Shallows sounds so cool too, very badass!
     
    • Like x 3
  9. TheSeer

    TheSeer 37 Bright Visionary Crushes The Doubtful

    Arich von Gildenstadt
    Mountain Dwarf Noble, Rogue 1
    Neutral Good

    AC 14
    7 hp
    Speed 25’
    Short Sword and Dagger +5 melee (1d6+3 piercing, 1d4 piercing)
    Dagger +5 thrown (1d4+3 piercing, 20’/60’)
    War Hammer +3 melee (1d10+1 bludgeoning)

    Abilities
    Str 13 (+1)
    Dex 16 (+3)
    Con 13 (+1)
    Int 12 (+1)
    Wis 15 (+2)
    Cha 16 (+3)

    Proficiencies (+2)
    Skills: Stealth (+5), Religion (+3), History [stonework only] (+5), Insight (+4), Perception (+4), Deception (+5), Persuasion (+7)
    Tools: Thieves’ Tools (Ability+4), Smith’s Tools (Ability+2), Dwarven Stones [a different fancy strategy game than Israf’s, the Go to her Chess] (Ability+2)
    Armor: light, medium
    Weapons: All simple weapons, battle axe, war hammer, throwing hammer, long sword, short sword, rapier, hand crossbow
    Saves: Dexterity (+5), Intelligence (+3)
    Languages: Dwarven, Halfling, Asloyan Common

    Features
    Darkvision 60’
    Resilience: Advantage on saves vs. poison and resistance to poison damage
    Stonecunning: Double-proficiency in History if it relates to stonework
    Retainers: Three faithful, though non-adventurer, followers
    Sneak Attack: Once per round, add 1d6 damage to a hit if the attack had advantage or the target is engaged with another enemy
    Thieves’ Cant: Knows secret written signs and can encode hidden messages in innocuous conversation
    Expertise: Double two proficiencies (Persuasion and Thieves’ Tools)

    Equipment
    short sword, dagger x2, war hammer, leather armor, thieves’ tools, traveler’s clothes, backpack, bedroll, mess kit, tinderbox, rations (10 days), waterskin, 50’ hempen rope, 13 gp, 1 sp

    Possessions Not Carried
    Smith’s tools, signet ring, tablet of pedigree (dwarves do not trust such important matters to any medium less permanent than stone), dwarven stones set, merchant’s scale

    Background
    57 years old / 4' 7" / 140 lbs
    Appearance: Auburn hair and beard, trimmed short. Bright blue eyes. Wears practical clothing.
    Personality Trait: I don’t like following orders. It’s better to take the lead and solve problems myself.
    Ideal: Honor is the foundation of everything… but what is honorable depends on the situation
    Bond: My first duty is to the village I helped build
    Flaw: My present life and the failure of my Trial shame my family

    Among the nobility in Ralune, it generally works out like this: a family’s first son is the heir, the second son joins the army, and the third joins a church. (And if the nobility in question is the dwarves of Alil, there is no separate question of what the daughters do. As far as you’re concerned, they are all sons, thank you very much, and the biological details are no business of yours or any outsider’s.)

    Arich von Gildenstadt was a third son, which he figured was just as well. He found the estate boring, and the thought of military discipline stifling. He attended a seminary for acolytes of Peridion, figuring that this god would let him pursue matters that he, Arich, found more interesting. But Arich was not an exceptional student, and when he completed his studies he had trouble deciding what to do for his trial. Finally, in conversation with some friends, he hit on the idea of exploration – he would mount an expedition to open up a new trade route to Asloya. Alil’s maritime trade had stagnated somewhat since the dwarven conquest, but there were still ships and skilled sailors among Alil’s “lesser races.”

    His family put up money for the expedition, hiring and outfitting a ship, which Arich renamed the Eyes of Peridion. He set out with high hopes and great enthusiasm – and failed. He reached Asloya and began to explore the coast, but encountered only villages whose trade wouldn’t be worth the trip. He heard about the larger goblin settlements and was headed in that direction, when a storm drove his ship on the rocks, breaking its keel beyond the crew’s ability to repair.

    Arich and his crew went ashore and survived. Small coastal craft occasionally came by, nothing that could cross the ocean but enough that Arich could charge for the privilege of letting them dock alongside his grounded wreck, and then at the actual dock his sailors built from its timber. Many sailors hired on with passing ships and left, and Arich waited despondently for a chance to return home in disgrace.

    As he waited, though, he found that his shipwrecked survivors had become an actual community. Though many of his original Halfling and gnome sailors left, others native to Asloya drifted in. The dock acquired a dockside tavern and permanent houses. Fishermen came, or were recruited from remaining sailors, as well as a few farmers (maize, potatoes, and llama.) Arich was temporarily diverted by designing a simple stone seawall to improve the safety of his harbor. And the fine metalwork he had learned as a respectable accomplishment for a young noble became practical smithing which was very valuable for a small community.

    Arich’s Cove, as it is now called, is a coastal hamlet near but outside Scoar’s area of influence. It is inhabited by about eighty people, mostly halflings, gnomes, and goblins, with a couple lizardfolk, tibaxi, and of course dwarves. It does a little trade, importing ore and timber and exporting salt and metalwork, as well as serving as an occasional port for passing coastal ships.

    Arich is the leader of the village, though he no longer claims noble rank and omits the “von” (a mark of dwarven nobility) from his name. The work of managing the Cove does not excite him, but he feels a true duty to the people, and there is some satisfaction in the success of a place he built himself. On the rare occasions when there is an opportunity to help the Cove by traveling away from it, such as trade discussions with nearby villages and towns, he jumps at the chance. He even learned to stalk game, just as an excuse to get out of town once in a while.

    Three retainers remain who are personally loyal to him, rather than just living and working in his village. Kater Pycey the gnome was the expedition’s navigator and cartographer; now she serves as scribe and clerk for the village and manages the day-to-day details of its trade. Indinard Halback was a dwarven friend of Arich’s who signed on as the ship’s brewmeister and now runs the dockside tavern and “inn” (there is one small room for rent and space on the common room floor.) And Eram Huckton the halfling, formerly the Eyes of Peridion’s cabin boy, is now basically Arich’s apprentice, learning blacksmithing, trade, and (though Arich doesn’t really think about it) leadership.

    It’s been almost five years since the Eyes of Peridion ran aground, and Arich has built himself a comfortable little life in which he is not actually very comfortable. It’s too quiet, and in his mind his modest accomplishments don’t compensate for the dishonor his failure brought on his family and his god. His family may think he died an honorable death at sea, but the god surely knows better. Arich would jump at any opportunity for adventure and distraction that he could square with his duty to the Cove.
     
    Last edited: Sep 15, 2017
    • Like x 4
  10. TheSeer

    TheSeer 37 Bright Visionary Crushes The Doubtful

    Connections between backstories would be great, but for the characters native to Asloya it would probably have to be recent backstory. I foresee an interesting relation with Israf, since they're such different types of nobles, and with the cleric and paladin. (Yes, I deliberately picked Vojta's god to be the god whose trial Arich failed.) Maram and Shadows also sound very interesting... though, @Panda, while of course its entirely up to you, I found myself wondering why Maram's Int wasn't higher, given their academic background and skills.
     
  11. Panda

    Panda Fuzzy critter

    @TheSeer
    Yeah, you're right. I swapped the Con and Int stats now, that... is a lot more in line with Maram's actual character. That's what I get for assigning stats before figuring out more of a personality ^^"

    Also I love Arich, he sounds like such an interesting character!
     
    • Like x 1
  12. luna

    luna Active Member

    @Toaster Shallows sounds really good!
    @TheSeer Minor quibble- he would be going for the first stable trade route to Asloya. The continents know of each other, but they are about the same distance as China's eastern coast to America's west coast. There is trade between the goblin strongholds, Razol, and Tethne, though, as well as occasional trade with Namala, and almost all that trade goes over sea due to the dangers of Asloya's interior, so otherwise it all works out!
     
    • Like x 2
  13. TheSeer

    TheSeer 37 Bright Visionary Crushes The Doubtful

    Maybe the new part of the trade route was that it started from Alil? Sailing across thousands of miles of ocean isn't traditionally a "dwarf thing," so I guessed that what trade might already exist was being done by humans or elves. Or goblins, I guess.
     
    • Like x 1
  14. luna

    luna Active Member

    Any trade between Asloya and Ralune has traditionally gone through Namala, which is actually at a pretty convinient midpoint between the two but, of course, means you have to pay the middlrman as well. So yeah sorry if I was unclear- it would be the first trade route from Ralune in general!
     
  15. Helen of Boy

    Helen of Boy Hugcrafter Pursuivant

    @luna, where/under what circumstances will the campaign be starting? Knowing things like if Israf has been travelling for a while or where we'd be definitely meeting up might help in linking up backstories, at least for me.
     
    • Agree x 2
    • Like x 1
  16. luna

    luna Active Member

    Alright, how is this:
    Lately there have been earthquakes across Asloya, centered around the northernmost tip of Esvet Valley, a domain directly south of Echidna that has long been the territory of the goblins. These geographical anomalies, which not yet severe, have caused wide spread panic, from fear of another eruption of Dragonmaw to persistant rumors of an awakening Old God. The governments of Scoar and Razol, in a near unprecidented display of working together, have set up a base at the golbin stronghold of Letek, roughly in the center of the valley. They offer riches and prestige to those who will brave the area and try to find the source of the earthquakes- before they get worse.
     
    • Like x 4
  17. Helen of Boy

    Helen of Boy Hugcrafter Pursuivant

    I dunno about anyone else, but that seems pretty perfect to me. Israf might even have been sent out specifically to go there as part of the whole learning experience thing. Depending on directions, a stop-off at Arich's Cove wouldn't be unbelievable, might be how he found out about the mustering? How would he feel about some hobgoblin girl taking the only room in the inn?

    I don't think Israf would have any particular issue with Shallows having killed a lone bugbear, assuming that the organization of goblins is similar to what's presented in Volo's on any level, bugbears are kind of dangerous loners when not being made to be part of society. Would maybe condemn it in a general sense if she found out ( not too heavily, the same way ), but there's little chance it was anyone she knew enough to make it really hit home.
     
    • Informative x 1
  18. TheSeer

    TheSeer 37 Bright Visionary Crushes The Doubtful

    Yeah, me too. Arich would definitely have heard about that, and while I doubt the Cove would get all the traffic for the base, any given person might easily go through that way. And there's no way Arich himself wouldn't hear about the offer/mission and check it out, though he might try to pretend he was just investigating trade opportunities.

    The whole reason there is a room is for that one person passing through who thinks they're too important to sleep on the floor. But that's usually a ship captain, so a young goblin noble with a spellbook would probably catch his attention.

    Then again, Arich has a house. The real question is, what does everybody else think about some hobgoblin girl taking the only room in the inn?
     
    • Like x 1
    • Agree x 1
  19. Toaster

    Toaster Active Member

    I figured Shallows has been wandering half a year or so at this point, probably mostly in goblin lands, so if she heard of the expedition she'd probably see it as a good way to check out the area for the kind of useful wilderness she's looking for! (Plus, if Dragonsmaw is gonna go up again, it would be useful for her tribe to know.)

    I looked around and couldn't tell which coast Arich's Cove would be on, but if it's the western one, she might have stopped in to trade away some of her hunting leftovers (pelts, most probably, or things she made from hide) for upgraded equipment/metal weapons. Probably wouldn't have had any personal interaction with its leader unless he had a particular interest in something she had for sale, but she could know the name, provided the geography does allow.
     
    Last edited: Sep 16, 2017
    • Like x 2
  20. luna

    luna Active Member

    Oh man someone message meeeeee Tuesday afternoon and remind me to make a map
     
    • Like x 3
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