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Dice OOC: Brennen's Bastion

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Poor Grit would have know idea how to comprehend that. But he certainly would puff out his chest and be proud that he is the brave and noble leader. Every kobolds favorite dream over the other races.
 
He is a blue Kobold with a wyrm crown, which as a blue Kobold represents itself as a single horn, as shown in the picture.

His will use the additional height of the horn to proudly brag that he is actually over 3 feet tall.
 
I have enough money to buy a light horse- just for me to click clack around. Do you all recommend it? I think most people do have a mount of some sort.
 
I'd recommend it, sense we do seem to be well mounted. And given the relatively chaotic nature of the lands, locals might even recomend mounts over going on foot.
 
While doing a little digging, it seems that Kobolds actually have quite an extensive and positive relationship with weasels, and they are a common mount and animal for them.

Dire Weasel

So getting an upgrade wouldn't be too farfetched once I get some levels money and to warrant it.
 
Should be a possible option later on, just added it to my notes. Unless you get some real impressive interracial cooperation going, they won't be for sale in the Bastion itself, but there's other options.

I'll look over both of your character sheets, then see if there's any questions left that need to get answered. After that, we should be good to go, I believe.
 
I'm not worried about it any time soon. And worst case scenario, can always pay a visit home it I'm in that dire need of one. Pun intended.
 
Comments for Rex:
I like the early involvement in the trade with the elves. Grit might have tried to speak with them first, after leaving - finding that the old meeting point was vacant, and that the guards near their camps seemed on edge. If he approached, they weren't up for talks, only hinting that there's trouble in the south. They have not heard of a dragon - or if they did, they didn't tell.
If you ever get involved with dwarves, remind me that you know some stuff about them. Might allow you to know a thing ore two more than the others.
I'm sad to hear that all the other kobolds picked the Cowardly drawback.

Being aware that walking right into the Bastion might not be the best idea, you explored other options. Overheard the talks of mercenaries, of peasants, of children (until their parents came out to drive you off). They mentioned a place a bit farther west of the Bastion, a chapel. The priest there judges noone, is in contact with the humans' lord, and should know the villagers well. In the midst of several clashing cultures, he seems to be inclined to have an ear for most problems. That might even involve a kobold's quest... perhaps a good first step, getting there. Plus, it'll let you run right into the others.

No questions thus far, think we discussed most things that needed clarification. There might be some coming up later on.
 
All sounds great to me!

And yeah, given the rave I figured that was the best excuse of why they didnt send him on such an important mission without some sort of guard.


And i like the starting point. Is it a church of anything that Grit would recognize?
 
Psychie Psychie Question about your traits: Does Adopted have any relevance rule-wise? The way I read it right now, it's just there for flavor, just want to make sure that it's indeed an empty trait.

All sounds great to me!

And yeah, given the rave I figured that was the best excuse of why they didnt send him on such an important mission without some sort of guard.


And i like the starting point. Is it a church of anything that Grit would recognize?
It's also way sneakier to travel alone, at least until the stench of the weasel gives you away...

As for the chapel: We're talking about a priest of Pharasma here - Goddess of birth, death and prophecies. He'd be familiar with her name, though I'm actually not quite sure if kobolds have any kind of funeral rites. It might just be some weird thing only humans do...
 
Psychie Psychie Question about your traits: Does Adopted have any relevance rule-wise? The way I read it right now, it's just there for flavor, just want to make sure that it's indeed an empty trait.


It's also way sneakier to travel alone, at least until the stench of the weasel gives you away...

As for the chapel: We're talking about a priest of Pharasma here - Goddess of birth, death and prophecies. He'd be familiar with her name, though I'm actually not quite sure if kobolds have any kind of funeral rites. It might just be some weird thing only humans do...
I'll have you know that Grit keeps his weasel very clean, mind you. And a relatively trained weasel can keeps its defense mechanisms in check.



I'm pretty sure they have some sort of funeral rights. Kobolds tend to be pretty tight knit. While I'm sure they are quite familiar with dying, they likely have something, even if it might be meager. Might be related to kobolds success, age. And place in the heirarchy.

And given they pride themselves on being little dragons, they very well might model some aspects after what dragons do.
 
Comments for Raynie (or Taco? Any preferred short form for when people feel lazy?)
Some mechanical stuff:
- cmb: I believe this should be +3 (+4 with whips)(+6 with whips to disarm). Tell me if I'm wrong, though. Either way - make sure to not forget your Chain Master bonus later on!
- adopted gives you Chain master immediately, the way I read it - so unless I'm missing something here, you should be able to pick up another trait. Again, tell me if II'm wrong.
- Might be missing something: What is your second domain? Could you distinguish the domain spell you prepared - right now, it's obvious, but it's somewhat relevant because spontaneous casting doesn't work for it.

About the background:
- I like the presence of high-elves here - they're a group that will be relevant, but didn't show up for any of the others, really.
- The wood elves in the village will differ from those you meet here, but there should be some similarities you can take advantage of.
- Divine intervention looks good. Just a casual 'hey, that one might be entertaining to watch'. Or maybe more... how much research did he do about his mother, thus far?
- Can you tell me a bit more about the troupe he travelled with? Are we talking about a small group here, or more than that? Anything they're particularly known for?
- He will have done a bit of research about the mercenaries. Their group is called the Redfurs, for a reason most of their members don't even know - it's an old and surprisingly reputable company. That said, most of their reputation was built in the southern war, where they've been fighting constantly in the king's name, with most groups under payment of House Talbert - given his age, the war started years after Benji's father died. Before the war, some recall them as cutthroats, given that there was relatively little work for mercenaries to do. One group of them is said to fight in the east, at the Bastion. As it so happens, three of them just escorted Renna Talbert to a certain chapel... not that Benji would know about that.
- Other than that, there's also another reason for Benji to go to the Bastion: Lord Selvyn Monterrey is an important man, with connections to the king. His ressources, however, are limited, since his brother is using most of the family fortune fighting evil in the south. While most nobles look at the attack against the Bastion, see the numbers and the Lord's name and say 'that'll be fine, he'll be able to handle that without trouble', you're closer to the common folks; and those know that the Lord is worried and willing to do quite a lot to ensure a victory. He also does not seem to trust the different factions that surround him. In other words - if you ever wish to gain the favor of an important person, this might be the best opportunity to do so in a long time.

The chapel is a good place to go first, though - the priest there is known to be familiar with all the important folks in the village, knows the lord, and is open to meet with most - or so you've heard. Besides, it's on your way there, so you might as well stop by.

Think that works for you? I'd be happy to adjust.


Comments for Psychie:
Don't think I offered you a more detailed idea why you're in the east, right? So, here's my first proposal, more to come when I can think of something:
There's an incoming threat in the east, and Lord Selvyn is looking for capable fighters of pretty much all origins. You didn't make your way southwards to the war, both inexperienced and perhaps not wholly trusted - there, however, you'll likely get the chance to prove your value. It's a chance to impress, and gain the favor of someone whose word matters.
Besides, it's widely known that there are minotaur tribes in the far south of the Bastion - you don't know if you'll get there, but it is at least a possible glimpse at your past. From Lord Orwyn, you know that he's been in the east when the Bastion was first established - he spoke a lot about the wilderness there, and the dangers he faced. Half of his scars, he said, he earnt there.
The chapel is the residence of a priest who's been on good terms with Lord Orwyn for a while - a man who left the political mess of the cities to serve the king in that remote location instead. He's open-minded, from what you've heard - he might open the gates of the Bastion for you, while they otherwise would remain closed.
Iomedae herself does not have a strong presence around the Bastion, but her knights have been important for its founding. While not a paladin, you'll have the chance to prove yourself in her eyes if you so wish, perhaps repaying for the education and the life they spared.

More ideas? Lemme know, and I'll add them! Remarks, objections? Tell me, and I'll change stuff.
 
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I'll have you know that Grit keeps his weasel very clean, mind you. And a relatively trained weasel can keeps its defense mechanisms in check.
That is indeed good to know - and here I thought I had a good reason for the dragon to notice and eat you at first level...
I'm pretty sure they have some sort of funeral rights. Kobolds tend to be pretty tight knit. While I'm sure they are quite familiar with dying, they likely have something, even if it might be meager. Might be related to kobolds success, age. And place in the heirarchy.

And given they pride themselves on being little dragons, they very well might model some aspects after what dragons do.
Maybe pile up the bodies, then burn them? Chant a few songs, and whoever died and was important gets to lie on top so that others can actually see them? I don't imagine kobolds as the traditional gravediggers who'd bury their fallen comrades. And to hand them over to the dragon fire, symbolically speaking, might be considered a worthy end. Promise: Grit won't die before I've figured this out.
 
@Psychie Question about your traits: Does Adopted have any relevance rule-wise? The way I read it right now, it's just there for flavor, just want to make sure that it's indeed an empty trait.
Mechanically, it lets me pick a Trait from a different background, but I took it mostly for flavor.

I like the background stuff you have for Nyx so far, and I'm getting quite excited to see what comes of this game!
 
Getting excited myself - those are just some cool characters y'all made, lots of stuff to work with :)

Mostly asked for the adopted because you've got three traits listed there, and neither of the other two is racial if I'm not mistaken.
 
How about this one? I can swap out one that I have for this.

World Traveler
Your family has taken the love of travel to an extreme, roaming the world extensively. You’ve seen dozens of cultures and have learned to appreciate the diversity of what the world has to offer.


Benefits: Select one of the following skills: Diplomacy, Knowledge (local), or Sense Motive. You gain a +1 trait bonus on checks with that skill, and it is always a class skill for you.
 

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