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  #31  
Old Oct 29th, 2018, 01:15 PM
Dorack Dorack is offline
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I once started adapting the 7th Sea mass battles rules (original edition) to be played with D20 and D&D specifically, but never finished that project.
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  #32  
Old Oct 29th, 2018, 01:42 PM
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Quote:
Originally Posted by Phil View Post
Looks good. I have a few questions:
Did the Sainted King originate in Belvard? Do you think his patron is one of the Belvardian pantheon or a different entity? Note that I haven't fleshed out Belvard's religion entirely, so there's room to fit it in either way. Did the Sainted King face persecution in Belvard, or did he and his people leave peacefully?
So, I think that his originating in Belvard would work well, and I would be fine with the Sainted King's patron being from their pantheon, but it would work best if the god granting him power would go against Belvard's core beliefs. That way they'd see him, and Regalians in general, sort of as a really big cult. They wouldn't have to be openly hostile, just distrustful.
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  #33  
Old Oct 29th, 2018, 03:18 PM
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Eld is ready for review, if you're offering
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  #34  
Old Oct 29th, 2018, 04:32 PM
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WIP

The Free PeopleName: Free People
Population: 50,000 (approx). Of these, roughly 20,000 are able to bear arms
Government: Clan system with a single over-chief, who is chosen from eligible claimants (any chief who leads more than 1,000 warriors) by a tournament-of-arms.
Leader: Borag vo-Ukhal
Capital: N/A (the closest thing is a valley which is used for trading and to hold the tournament)
Demographics: Humans 95%, Elves 2%, Dwarves 2%, Other 1%
Culture: Although generally considered barbarians, the Free People actually value art more than almost anything. They ride on saddles with intricate and beautiful leatherwork, sleep under blankets of the finest wool dyed in beautiful colours, and their armour and weapons are wonders of form meeting function. But to them, art which does not also have a practical use is unthinkable.

Day-to-day the people drive their livestock across the plains of the east (the Rivenwilde), gather fruit and vegetables planted the previous time they rode through a particular location, and trade their hides and wares for metal tools and weapons (which they then customise). Clans stick to their own routes for the most part, and their verbal Noble Code determines how they live their lives with honour.

History: The Free People have always rode the Rivenwilde, although in the first days they were centaurs. They rode the plains, made war, made love, and lived free under the stars. But the great enemy, the Furngaarn, the Hole-diggers, were jealous of their freedom. The Free People ignored the Furngaarn, because they were weak and stuck in one place, so the People rode by and jeered. But the Furngaarn made a deal with a great demon who gave them power over nature, and the Fungaarn separated the People our into humans and horses. They rejoiced, thinking the humans could no longer move fast enough and the horses were not smart enough to be a threat, so the Fungaarn thought they would inherit the plains. But they underestimated the resolve of the People, who made a deal with the horses to bear them over the land in exchange for the men to protect them from all beasts and men. - The Free People’s origin myth
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Last edited by Lazer; Oct 29th, 2018 at 04:33 PM.
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  #35  
Old Oct 29th, 2018, 05:07 PM
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Btw, is this rolling for stats, or point buy?
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  #36  
Old Oct 29th, 2018, 05:37 PM
Dorack Dorack is offline
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Ok, my app is completed.
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  #37  
Old Oct 29th, 2018, 06:40 PM
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Quote:
Originally Posted by FatherDondo View Post
Btw, is this rolling for stats, or point buy?
Point Buy

Quote:
Originally Posted by ParzivalFair View Post
So, I think that his originating in Belvard would work well, and I would be fine with the Sainted King's patron being from their pantheon, but it would work best if the god granting him power would go against Belvard's core beliefs. That way they'd see him, and Regalians in general, sort of as a really big cult. They wouldn't have to be openly hostile, just distrustful.
That sounds fine too. Belvard is mostly reminiscent of classical Rome, cults popping up around imported deities happened all the time with varied results. Do think of the Saited King as more of a Cleric, a Celestial Pact warlock or a Divine Soul sorcerer?

Quote:
Originally Posted by Lazer View Post
Since it seems to have large-scale battles it seems that cavalry might be a viable build for this game. Could we get access to mounts to start with? I'm thinking of a nomad horde nation of horse archers.
In general, horses are unusual to the region, but I wouldn't have an issue with a particular nation having them. The region to the East on the map I've provided is sparseley populated tundra, steppe, and desert largely meant to he handwaved as "not important" but it would be a fine place for a mongol-esque nomadic people to come from. As for a character starting with a horse, you can absolutely begin with a horse provided you buy it with your starting gold (PHB, 143 "Starting Equipment"). A Fighter, for example, can begin the game with 5d5x10 gold instead of his regular starting gear, or about 125 gp (we'll simply use the average values) which leaves him enough to buy a riding horse (75gp/13hp/60ft speed) or a draft horse (50gp/19hp/40ft speed) and 50/75 gp left to spend on weapons, armor, and other gear. There's a tradeoff there: you're not going to be able to afford armor as good as you would likely have started with and you might just be able to afford one weapon instead of the 2-3 you'd otherwise have started with.

And I'll caution you, cavalry is of questionable value in a trench warfare situation.

Quote:
Originally Posted by girlplay View Post
Question for the GM:

You wrote that this game is expected to be "very lethal". How do you plan to deal with character death?
When a player character drops to zero hitpoints, they may attempt death saving throws as normal, or their player can simply declare that they are dead if the situation seems hopeless for that character's survival. When a player's character dies, if there is an uninjured "nameless" NPC in the scene, that player can take control of that character, building it as a new player character of their choice. That character immediately rolls initiative and can rejoin battle during the next round.

If there's not an uninjured nameless NPC remaining in the scene, at the player's option they can either assume control of an injured nameless NPC (their starting hitpoints will be reduced accordingly) or they can write a new player character for a "nearby" scene.

New PCs created in this way can be from any nation already established at the start of the game (yours, another nation written by a player, or one of the nations written by the DM). Your new character can even be mechanically identical to your old one if you feel you can justify that within the narrative. A character written as a super special chosen one probably doesn't have an identical twin fifty feet down the trench, but I'll mostly leave that call to you guys if and when it comes time to make it.

It might make sense to be thinking about character #2 already. When I was first planning the game I had considered asking everyone to submit three different characters. I decided against it, but you should know where my head is at.

Once the particularly lethal opening act is over, these policies are subject to change. If this game turns more towards a traditional dungeon-delve game (and it easily could) then there won't likely be hordes of nameless NPCs standing around for the camera to suddenly zoom in on, so more traditional new character solutions might be required.
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  #38  
Old Oct 29th, 2018, 08:30 PM
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Thank you for answering my question in such good detail.

I'm withdrawing my interest, however, since you're allowing Lawful Evil characters.
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  #39  
Old Oct 29th, 2018, 10:27 PM
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I decided to go with a cleric rather than a ranger for the application

The Sunrise Confederation
The Sunrise Confederation (Shadowrock clan)

Population: 13,000

Government: Semi-independent clans with an elected (by the clan leaders) ‘warlord’

Leader: Warlord Yald Hornmaul, of the Stormdancers clan

Capital: Clans rotate hosting the Council of Chiefs and the Warlord

Demographics: 84% Human, 8% Dwarf, 4 % halfling, 4% other

History: Located in the mountains bordering Lorana and Verdania to the east, the barbarians of this region kept good relations with their dwarf and halfling neighbors for centuries. They had to because of wars with Goblinoid tribes and Underdark slave raiders. The barbarians exported furs, wool, and other such products, as well as mercenary companies. They imported metal and crafted goods, and became a Confederation of semi-civilized clans that tolerated formal laws as a necessary evil. Little attention was paid to the major nations to the west and south. The fall of Craghold changed that. Enslavement of their dwarvish allies and the presence of Goblinoids in the Mad King’s armies caused an angry rejection of Lorne’s offer to join Lorana’s ‘Lebensraum.’ The church of Kord tipped the scales in the debate about joining the Aegis pact.

Culture: The people of this land are stubborn and prideful. Duels are common, though clerics prevent most from ending in death. Primary loyalty is to one’s clan, though any outsiders attacking one of their own—including the local non-humans—will quickly unite the clansmen. Even the dwarves of this land are more violent than their relations. Halflings often serve as judges for trade disputes, as school teachers, and other ‘effete’ concerns, with the Council backing them up if needed. The local dwarf clans are seen as equals, the halflings not so much (but they don’t care since they are protected and free to mind their own affairs). Most of the religious worship follows the pattern of the northern barbarian tribes, but with more emphasis on deities with ‘Good’ natures and less respect of violence for its own sake. Recently the priesthood of Kord, the closest faith to a state religion, have accused the leaders of letting the clans grow too soft, saying that the Mad King’s wars and mass enslavement is divine punishment.



Maltin Nightrock, Cleric of KordName: Maltin Nightrock
rpgcrossing.com/profiler/view.php?id=77877

Race: Human (variant)

Class: Cleric of Kord (Tempest Domain)

Background: (Outlander) Maltin grew up in a family of hunters and trappers, on the eastern slopes of the mountains, nominally members of the Nightrock clan. A nearby Halfling settlement was raided by drow slavers when he was eight, and the loss of a childhood friend made a deep impression on him. As he grew older he felt frustrated, as if he was missing something. When he heard a traveling priest of Kord speak about personal strength and freedom he was certain about what he was missing, and his parents gave their blessing for him to become an alcolyte. He was a poor student, until the priests realized their god was calling him to be a cleric for the coming war. When they shifted the focus of his training it all fell in to place. He volunteered for the trenches the day his lessons were done.

Alignment: Chaotic Good

Personality: Maltin is a young man eager to prove himself to his peers and his god. A corner of his mind is disturbed about how eager he is to fight in a war; most of it is glad for the chance to strike a blow in a righteous cause. The boy is in for a rude awakening when he finds out what war is like.

Appearance: A dark haired man with ‘tan’ skin, he has a bushy beard and eyebrows to go with his long warrior’s braid. He has a stocky, muscular build. Along with the travel clothes and chain mail, he wears high, upturned boots, finger-less leather gloves, and a belt with his god’s symbol worked into the buckle. A tusk from the boar he killed when he was 13 hangs from his neck. He smiles a lot, a smile that becomes disturbing when he determines that the time to kill has arrived.

Loved Ones: Pastor Chanar (mentor), Bat & Orbey Shadowrock (parents), Gadir (kid sister), Fastred Underburrow (halfling tavern keeper and friend),
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  #40  
Old Oct 29th, 2018, 10:53 PM
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Szekely Castle

Population 128

Goverment Independent castle in southern Belvard once claimed by both Belvard and Everwoll but those claims have not been pressed in many years and both seem anxious to avoid being associated with it.

Leader Ban Jakos Szekely is the titular head of the family, as he has been for too many years to make other humans comfortable.

Demographics Almost solely human or once human.

Culture The crumbling remains of a former medieval fortified manor. A group of sullen peasants still toil the hillsides herding animals and growing grapes plus various subsistence crops. The castle staff is shunned by the peasants and deeply inbred as few choose to visit and fewer to leave.
History The Szekely family was once one of many families in the borderlands. Proud, combative, somewhat xenophobic, they thought of themselves as of great importance to the border struggle but to those in the great capitals they were but country lords. However, this self importance and pride brought a great tragedy to Castle Szekely. It is not known when or how, and attempts to pry are "discouraged," but at some point the lords of the castle encountered a vampire. Unwilling to seek help, they were soon made thralls and eventually the vampire and the formerly noble family became things. Undead. Nosferatu.




Lori Thrall
Race Variant Human
Class Warlock
Background Hermit
Alignment Neutral

Personality Lori has been seen for all his life as basically livestock, to be kept alive for sustenance for his masters. As such, he has little sense of self-worth or knowledge of the world. Now, his masters have granted him power of a sort and sent him out of their reach. However, he knows (or thinks he knows) that if he grows powerful, their deal with the Aegis Compact includes having him killed off. His only hope is to become a weapon that is too valuable to waste easily. An obedient, subservient weapon. Even in his own thoughts because he knows that even thoughts are not always private.

Appearance Stooped and pale, Lori looks unhealthy and older than his 20 years.

History When the Aegis Compact contacted Ban Szekaly, the ban was worried. He and his family were the only ones with power and they could not reveal themselves without endangering all. However, a solution was created. The ban summoned a power that he know of, a power that he thought he could influence and control. That power created 4 warlocks from among the young men among the thralls the ban had raised to be obedient only to him. Those who knew to draw in the ban also had reason to obey and keep the ban's secret. These 4 thralls, with unaccustomed power coursing in their veins, were sent to be the ban's contribution to the compact. In return, the Compact would recognize and protect the Szekalies.

Nation and City of Origin Castle Szekaly (independant landholding)

Loved Ones The thralls of Castle Szekaly love not nor do they make deep ties. They have learned over the years that to do so leaves them vulnerable and the vulnerable do not last long. They have been trained to feel a deep tie to and dependence on their lord and his family. It is more than fear; it is a bond that runs in the blood.
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  #41  
Old Oct 29th, 2018, 11:21 PM
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It seems like I have seen this storyline before somewhere..........Hmmm.....I'm interested.

Consider this a placeholder.
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  #42  
Old Oct 31st, 2018, 05:28 AM
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I'm going to withdraw my application because I have too much going on right now. I hope you can use my nation, the Free People, for something. And I hope the game goes well. Have fun everyone!
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  #43  
Old Oct 31st, 2018, 12:12 PM
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Quote:
Originally Posted by Phil View Post
That sounds fine too. Belvard is mostly reminiscent of classical Rome, cults popping up around imported deities happened all the time with varied results. Do think of the Saited King as more of a Cleric, a Celestial Pact warlock or a Divine Soul sorcerer?
I'm thinking Pact. He's a living saint, so his warlock magic and such are his "miracles". Mostly he just has an open-ish communication with his patron.
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  #44  
Old Nov 1st, 2018, 05:27 PM
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Character
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Name: Taha Mushik
Race: Human V
Class: Monk
Background: Outlander - Nomad
Alignment: NG
Personality: Stoic and disciplined. He is a warrior and knows why he is on the front. He will show the green landers how the people of the sand make war.
Appearance Brief: He is in his mid twenties but due to the harsh climate where he is from his skin is leathery and tanned. His hair is long but always covered up to protect it from the flying sand of the desert. Taha is 5'8 and has a slender build.
History Brief. Taha is a member of the Mushald nomadic tribe, they specialize in camel herding and transportation. Taha was a trained protector of the caravan. His father and grandfather were all guardians before him and developed a martial defense that uses martial arts and simple weapons. When the council agreed to send five members from each tribe to the front he was selected. Despite not wanting to go he knew he had no choice. He packed up his things, said goodbye to his family and friends and headed out. While he was with 4 others from his tribe they were quickly separated into other units once they arrived at the front.
Loved Ones Just names and relationship: Saiff and Basma Mushik (Father/Mother) | Janna Mushik (older sister and also a caravan guard)

Country of OriginName: Theld (The great desert nation)
Population: 9,000
Government: Oligarchy - Council of Nomadic Chieftains: Current leader is Hel'an Grundek of the Grund clan
Capital: Wezzik Oasis - This is less a town and more of a central meeting place in the desert. A place to restock, trade, and enjoy the company of others before venturing out in the desert again.
Demographics: Humans 85%, Dwarf 9%, Halflings, 4%, Elves 1%, Other 1%

Culture: The great desert is home to many nomadic tribes. Each tries to survive in the harsh climate through a variety of mean: herding camels, escorting caravan supplies and trade goods across the desert, water conservation, magical component farming, hunting and glass wares. Each tribe generally depends on two forms of subsistence and all struggle. The culture among nomads is most commonly shared in Wezzik, where clans will mingle and daughters and sons will be married off to prevent genetic problems. The primary food of the nomads is a jerky made from camel, berries and fat which is highly sought after, especially during the sand storm months. To protect themselves, each clan has developed strategies of combat, for protection from monsters, and other tribes.

History: Theld is sometimes considered the birth place of humans, and most left as quick as they could. The nomads have roamed the great desert of Theld for millennia and are basically a non entity in the politics of the Aegis Compact until something of value is needed from the desert, or transported across it. Lately Theld has come into the light due to their capable warriors, and as a matter of conscription for the Aegis Compact. At the latest consensus the Council of Chieftains agreed that each tribe will send 5 men or women to the front, which will fill the required regiment of 300 that was requested.

Last edited by Stonk; Nov 1st, 2018 at 05:27 PM.
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  #45  
Old Nov 1st, 2018, 07:57 PM
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Hi Phil, just to let you know that I’m still considering to post an application for my idea of the “ninja assassin” human monk (lawful evil). My character concepts mostly defined, just need some time to flesh out the nation ideas (@ParzivalFair - thanks for the tips to help me incorporate some ideas into an actual, workable concept!)
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