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Post by GravityEmblem on Feb 7, 2019 11:56:08 GMT -8
Extremely fluff over here:
A mere 10 years prior to the War of the Lance, a Half-Goblin child was born to a rather promiscuous ex-adventurer. Disgusted by her son’s appearance (and fearful of what his goblin heritage would do to her social status), she hired some bandits to stage a kidnapping. It went off without a hitch, and bandits nonchalantly abandoned the baby boy in the first forest they passed by. There, he was found by a pack of wolves, who raised him as one of their own. At the age of 10, he was caught by one of a group of poachers’ traps. After they retrieved him, they realized he was one of the uncommon, but not unheard of, instances of animal-raised children. (Known as “Feralan” in the stories) They took him in as their own, teaching him Common and some basic wilderness knowledge, and enduring his beastlike traits and frequent wolf visitors...with one exception: their leader. He always hated that boy, mistreating him and refusing to give him any of the day’s quarry. Not that he minded, of course. He would always just hunt something for himself, plus, the hunters had the nerve to cook their food. However, their leader crossed the line when he killed one of his wolf-siblings. In a rage, he murdered him and took over the crew of poachers. Declaring them “The Brotherhood of the Wolf,” at age 19, he finally gave himself a name: Grognak Wolf-Kin.
After leading the Brotherhood for several years, he and two other members were ambushed by some Ogres working for slaves to fight in their Gladiatorial Arena. They killed one Wolf-Brother (as they were called) and captured Grognak, who urged his wounded companion to return to the camp to inform the Brotherhood of his fate. In the few months Wolf-Kin has fought in the arena, he has come to grow fond of the blood shed, but has never lost sight of his primary goal: to reunite with the Brotherhood of the Wolf.
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Post by Ezeze on Feb 7, 2019 13:52:08 GMT -8
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Post by HorizonsDream on Feb 7, 2019 15:55:29 GMT -8
Well, we do have Horizons; she’s a Druid. True! I'll keep my rogue. I mean, yes, there is my Druid, but she isn't really completely built to be the healer of the group. She can substitute for one for a little while, but eventually the party will need a better healer than my character.
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Post by Daos on Feb 7, 2019 18:03:16 GMT -8
Unless the party decides to help the ogre faction. But I don't think they will, so you're probably okay.
I'll put down Ogre-kin for his species enemy. This will apply to fallen ogres, half-ogres, ogre-magi, orughi, hill giants, cyclopes, and ettins. (I know those last few might seem weird, but in Dragonlance, giants are part of the ogre family).
At one time, the Cavaliers were human only. But then the empire fell apart. And the current emperor is fairly laid back, so I do believe they allow half-elves in, too, so long as they are of noble stock.
Nah, I was only joking about the lack of humans in the party. You can be half-elf or human, whichever you would have more fun playing.
Upon further reflection, I think what happened is that the PHB specified a fighter could only have one weapon specialization, and then The Complete Fighter's Handbook came along and opened it up a bit. This is a trend I've noticed in the Complete series. For instance, the PHB specifies a halfling cannot be a bard, but then The Complete Bard's Handbook offered up a kit just for halfling bards, and even gave level limits for possible halfling bards.
And thinking about it, I don't believe having multiple weapon specializations will be game-breaking or anything. So if you want to specialize in multiple weapons, you can.
Height and Weight. For a female kender, height is 3 feet + 2d8 inches. Weight is 80 lbs + whatever you rolled for height. You can roll or choose something within those parameters.
Languages. You chose two (Common and Kenderspeak), but she gets 4 slots, so you can have two more.
Not to worry, there will be henchmen available later on, including some clerics. Some can be recruited with divine favor, some from various factions, and there will be some regular ones you can find and recruit, as well.
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Post by Ezeze on Feb 7, 2019 18:56:50 GMT -8
Height and Weight. For a female kender, height is 3 feet + 2d8 inches. Weight is 80 lbs + whatever you rolled for height. You can roll or choose something within those parameters. Languages. You chose two (Common and Kenderspeak), but she gets 4 slots, so you can have two more. [/div][/quote] I appreciate you double checking that for me! Height/Weight KDwyuI3c2d8and for the additional languages- I think Gnomish and *spends a little time on the Dragonlance Wiki* ... Camptalk? Does that make sense? I never got deep into the Dragonlance lore. Oh! and I just noticed you asked this question! What is it you don't like about them, by the way? Easy answer; they are all assholes and the people of Krynn would be fair far better if they all fucked off and stayed fucked off. More nuanced answer; One of the big reasons I never got into Dragonlance as a whole is because everything has this sort of childish morality system in place? There are good people, neutral people and bad people. The things the good people do are good, the bad people bad, and the neutral people never really do anything. The most heinous crimes in the series are committed by the "good" guys - and the authors don't even acknowledge it, because how could the good guys do anything evil? They are team "good", not team "evil!" They are wearing the right jerseys and everything! Honest if it weren't a work of fiction I'd swear the whole story was a propaganda campaign for Paladine who, lets be real, is the worst monster in the series. 2d8
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Post by Daos on Feb 7, 2019 21:13:21 GMT -8
Sure. Camptalk is basically a mercenary tongue. It's not very elegant, but it's useful, especially for someone who travels a lot.
Ha, it's so true. I mean, from the perspective of a D&D game, the gods make things more fun and interesting. But if you look at it from the perspective of Krynn being a real place, then the gods are responsible for every bad thing to ever happen in the world. Leaving forever at the Second Cataclysm was the nicest thing they ever did...but then that got retconned and they came back anyway.
It is very black and white...and red. Part of that comes from its 1E roots, I think. Back in the day when there were alignment languages, and Good and Evil were basically just teams you played for, rather than based in any real world ideology or moral philosophy.
But also I think a lot of it comes from Tracey Hickman's personal faith. I think a lot of his own beliefs seeped into his work, although I'm not sure how much was intentional and how much was sub-conscious. (If you know anything at all about Mormonism, you start to recognize a lot of stuff in the books. Like a pair of magic eye glasses that let you read any language, or a blonde, white Native American woman.)
There is a lot of philosophical stuff in Dragonlance I don't like, despite being such a big fan of it, and I tend to change that stuff in my own games. For instance, the idea that Good needs Evil to balance it out? Ridiculous. The idea that too much Good will 'destroy the balance?' Hogwash. The Kingpriest wasn't 'too Good.' Maybe he started out Good, but once he started carrying out genocide on races for the horrid crime of being Neutral, I'm pretty sure he was straight up Evil at that point. And maybe he was a serious threat to the world, or the balance, or whatever, but I can't help but feel there was another way the gods could have stepped in besides throwing a meteor directly at him, destroying an entire nation in the process, and killing millions the world over (even on continents that had nothing to do with any of that), filling the world with plague and famine, but not before rapturing all of their true clerics so there would be no more magical healing in the world for three and a half centuries.
In my own Dragonlance games, I try and offer a bit more nuance to things, too. I still have the Wizards of High Sorcery, and they still have three orders (White, Black and Red), but nobody in-game describes them as Good, Evil and Neutral. Nobody becomes a follower of Takhisis because they believe they are Evil. In the real world, evil people go to great lengths to justify their actions. Everyone is the Hero in their own mind.
In my last Dragonlance game, the focus was on the city of Haven before and after it was conquered and occupied by the Dragonarmies during the War of the Lance. And when the occupation began, the Dragonarmies did not call themselves Evil, but rather spun what they were doing as for the greater good. They were helping put the city back in order, bringing peace and law back, etc. I mean, obviously they were evil, and doing awful things like shipping off innocent people to work in mines for daring to criticize the occupation, and so forth. But they didn't parade around going, "Praise Evil!" I also started having her followers call Takhisis the Dragon Queen instead of the Queen of Darkness. (Although those who oppose her probably would still call her Queen of Darkness.)
I also portray the Good gods as being...actually Good. But the Cataclysm itself is still a quagmire, and I can't really remove it, as it's too important to the setting. So if anyone asks, "Hey, why should I follow these gods after what they did?" I can't really offer a good counter beyond, "Because they're the only gods we got." I definitely won't break out Goldmoon's ridiculous Parable of the Gem, that's for sure.
Anyway, I think Teakettle is done now. Here's the stat block I've written up for her:
Teakettle Springheel (Played by Ezeze) Female Kender Handler 6 STR 13, DEX 17 (+2 reac, -2 AC), CON 9, INT 14, WIS 9, CHA 8, Age 22, HT 3’9”, WT 89 lbs, Birthday 05/15/338 HP: 28/28 THAC0: 18 (+2 ranged, +1 kender weapons) AC: 07 (04 mwk leather) Dmg: Dagger (1d4/1d3) [2], Polpak (1d8/1d10) [6], Hoopak [melee] (1d6+2/1d4+2) [2], Hoopak [sling] (1d4/1d4) [2] ROF: Dagger [thrown] (2/1), Dagger [melee] (1/1), Polpak (1/1), Hoopak (2/1) XP: 25,000/40,000 Saves: PPDM 12 (+2 luck), RSW 12 (+1 DEX, +2 luck), PP 11 (+2 luck), BW 15 (+1 DEX, +2 luck), S 13 (+2 luck) Racial Abilities: Small-sized bonus (Kender get a +4 AC bonus when fighting against gnolls, bugbears, ogres, trolls, ogre magi, giants and titans), Kender Speed (MV 12), Kender Luck (+1 to all saves), Kender Weapon Skill (+1 to hit with all kender weapons), Lack of Focus (Kender suffer a 20% spell failure for any arcane spells cast), Taunt (Kender can unleash a verbal barrage of sarcasm, insults, and crude comments that cause the targeted victims to lose their temper. If the victim can understand the kender's speech, they must make a saving throw vs. spell modified by WIS. If they fail, for 1d10 rounds they attack the kender wildly with a -2 penalty to hit and a +2 penalty to AC), Fearlessness (Kender are immune to fear, magical and otherwise) Class Abilities: Pick Pockets (50%), Open Locks (70%), Find/Remove Traps (70%), Move Silently (85%), Hide in Shadows (85%), Detect Noise (25%), Climb Walls (50%), Read Languages (0%), Thieves Cant, XP Bonus (10%) Kit Abilities: Light-fingered (When a handler picks someone’s pocket (rolls a pick pocket check), there is less of a chance that the victim will notice. The kender’s level is considered doubled when determining whether the kender was caught or not), Handler’s Luck (Handlers have a knack for getting into trouble. Fortunately, they have a knack for getting back out, too. A handler earns a +1 to all saving throws for every four levels of experience he has, up to a maximum of +5 at level 20), No Backstab (Handlers do not get the backstab ability common to all thieves), No XP for money (Handlers do not earn additional XP for acquiring money). Special Abilities: None Traits: Childish, Curious, Inquisitive, Friendly, Generous WP: Polpak, Hoopak, Dagger NWP: Animal Noise (8), Cooking (14), Fire-Building (8), Gaming (8), Information Gathering (14), Observation (14), Reading/Writing (13), Trailing (17) Languages: Common, Kenderspeak, Gnomish, Camptalk Gear: Head – Bare Neck – Bare Torso – Blouse, masterwork leather armor [7.5 lbs], grab pouches [2 lbs], polpak [6 lbs] Hands – Bare Waist – Breeches, hoopak [2 lbs], dagger [1 lb] Feet – Sandals Encumbrance: 18.5 lbs (No Encumbrance, MV 12) Stowed Gear: None
The gear is not really hers, it's what is typically provided whenever she's sent out to fight in the arena. Except maybe the grab pouches. A slave, of course, is not allowed to own property. But after she was captured, somehow she collected a bunch of pouches and filled them a bunch of crap. So the ogres took it away from her. And sure enough, a few days later, she had somehow accumulated another one. Like, not the same one. She had somehow built up an entirely new collection. So they took that from her. And so on, until eventually they got tired and just let her keep them.
So what's in the grab pouches? Well, that's where the fun begins. You don't know. She doesn't know. Actually, even I don't know. The contents are constantly changing. I have a series of tables I'm going to roll on whenever she reaches in to grab something. Whenever she wants to grab something out of her grab pouch, you roll a 1d20+4+level and then I'll roll on whichever table that lands on (the +4 is for taking the handler kit; otherwise it would just be 1d20+level). If she's searching for something specific (say, something she's pulled out before and so she knows it's probably still there), it takes a standard action and opens her up to an AoO if she's in combat. If she wants to grab something randomly, it takes half her movement rate instead (but doesn't count as a standard action) and does not provoke an AoO.
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Post by GravityEmblem on Feb 8, 2019 4:37:11 GMT -8
That’s a big thing I like about the Amtar deities: none of them are fully good or evil (well, except maybe Renos), they just represent different idealogical standpoints. From the view of Gontorians, Gonto is a supporter of community and order, while Crizza is an agent of chaos, bringing only destruction and anarchy. Meanwhile, to a Crizzite, he is a patron of freedom, choice, and creativity, while Gonto is just a controlling tyrant. Plus, any of the gods’ teachings can be interpreted in a positive way or a negative way. There’s an idea for you, daos: a church of evil Octhanites.
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Post by Ezeze on Feb 8, 2019 9:44:06 GMT -8
Sure. Camptalk is basically a mercenary tongue. It's not very elegant, but it's useful, especially for someone who travels a lot. Great! That was exactly what I was going for. *Wall of text about morality* I couldn't agree more. Which, like GravityEmblem said, is why I like Amtar - and also, oddly enough, Magic the Gathering's lore. In MtG there is White, Blue, Black, Red and Green mana and, most of the time, 'White' is the good guys and 'Black' is the bad guys. But, here is the important difference; White mana is not "good" and Black mana is not "evil." Instead White mana represents order, structure, justice, and virtue while Black mana represents ambition, ruthlessness and amorality. Most villians are made of black mana, but there sure as hell are white-mana villians - and they are some of the scariest and most destructive. Most heroes are white mana, but Sorin Markov - who is made of entirely black mana - is arguably the most stable, reliable plainswalker who has done the most to safeguard existence as a whole (entirely out of self-interest, but still). So what's in the grab pouches? Well, that's where the fun begins. You don't know. She doesn't know. Actually, even I don't know. The contents are constantly changing. I have a series of tables I'm going to roll on whenever she reaches in to grab something. Whenever she wants to grab something out of her grab pouch, you roll a 1d20+4+level and then I'll roll on whichever table that lands on (the +4 is for taking the handler kit; otherwise it would just be 1d20+level). If she's searching for something specific (say, something she's pulled out before and so she knows it's probably still there), it takes a standard action and opens her up to an AoO if she's in combat. If she wants to grab something randomly, it takes half her movement rate instead (but doesn't count as a standard action) and does not provoke an AoO. This is gorgeous. I love it!
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Post by Snacs on Feb 8, 2019 10:23:45 GMT -8
I'd rather not, unless the party wants to track evil harder than party comp is letting on . Coolio. For now I just got the one from Myrmidon and my starting specialization(cause I took style specialization and Ambidexterity for my other 3 WP), but I'll branch out if Runt ever finds something really nice or levels up enough to do so. As for Runt, more consolidated character sheet: {Crunch Spoiler}Name: Runt Race: Baaz Draconian Class: Fighter (Myrmidon kit)
Age: 18 Eye color: Dim Red Scale color: Mostly dark green, with brass mottling across horns,claws, and tail. Height: 6'6" Weight: 285
HP: 53 AC: 0 MR:20%
Str - 18/07 Dex - 18 Con - 18 Int - 7 Wis - 7 Cha - 8
Languages: Draconic Common
WP: Composite longbow Specialization(free from myrmidon kit) Two Weapon Fighting Style Specialization - 1 Ambidexterity Club Specialization Sling proficiency
NWP: Languages,Modern(Speak Common) Blind Fight Natural Fighting Danger Sense Bowyer/Fletcher {Backstory Spoiler}When Runt first tumbled free of the egg that birthed him, slower to move than his clutch-mates, his handlers thought he would not last the vicious training to come. The name stuck even as he towered above his clutch-mates, used as a cruel moniker by their creators and handlers. He was slow to pick fights, preferring to let his clutch-mates squabble first and pick at the winnings fully-rested. He took his time, learning the ways of war even if it meant a beating from his Masters. What they saw as laziness and weakness were the seeds of what would later help Runt survive the War of the Lance even as so many of his brethren did not.
By the time the dragonarmies descended properly on Ansalon, he had little distinguished himself apart from his size, and his stature did not do much to please shorter human commanders in the least. Across Ansalon Runt did what he had been bred to do, and did it well, though strangely enough never well enough to be picked for command...
By the time the tide of the War of the Lance began to shift Runt had been in battle near-constantly. He had tread across Ansalon as much as any wanderer or Pathfinder, and found to his surprise that the rest of his clutch had gone, in twos and threes and tens. He had not survived because he was smart, or strong, or fleet of foot(though he was certainly the latter two), but because where another Baaz would Leap, Runt looked first.
Eventually, Runt was shuffled in to the armies donated to Stormogre of Daltigoth, where he served until the subsequent dissolution and fall of the dragonarmies. He fell prey to the vices of many of his kin, the sharp, pleasing burn of alcohol soothing the memories of a life of constant war and attrition for his species. Without any place or person to return to he was rounded up and tossed into slavery when Kthaarx banished Stormogre's sons and took power for himself. {Personality Spoiler} Runt, from first blush, seems little different than his fellow Baaz. A hungry desire for booze of all kinds, a healthy propensity for violence to solve problems, and an aggressive streak that makes him well suited for the pits and slave-fights. It's only in observing his behavior that the oddities mount. Though not particularly smarter or more cunning than his brethren, he has a healthy sense of self-preservation that encourages a more steady approach to warfare than berserk fervor. When not flush with drink or the rush of combat, Runt is melancholy and introspective, a result of realizing he is both far, far older than most of his kind, and that there is little he will leave on Ansalon once he is gone. For this reason he seeks out alcohol intensely, and bitterly despises his Ogre captors for failing to provide such accouterments to his liking.
{Appearance Spoiler} If Draconians could have an Adonis-like cut to their figure, Runt would be close to such an ideal. Over a head taller than most of his race, he is broad of shoulder but graceful in movement and purpose. His scales are almost uniformly a dark mossy green from age, and actually gleam with health when he bothers to clean them. Mottled brass colorings highlight his horns, claws, and the interior of his wings, and his eyes are a dim shade of red. He doesn't particularly care about his clothing, save to keep it functional and comfortable.
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Rax
Dicemaster
Posts: 2,263
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Post by Rax on Feb 8, 2019 15:30:19 GMT -8
It's been decades since I actually read any of the Dragonlance books, but it seemed pretty obvious to me back then that the gods were pretty old school in the biblical sense, with the Cataclysm being a clear expression of that. The gods created all these beings and also gave them free will. Just like in biblical stories, they were expected to worship the gods in return and to follow their tenets. It's a core conceit of such a world view that even though the gods may be questioned, ultimately they're always right, and the worst crime is actually to not heed the gods' commands. On the upside, as long as people act in accordance with the gods' tenets, the actions they take would essentially make them good, neutral or evil in alignment terms.
In the case of the Cataclysm, I seem to recall that Paladine did the biblical classic of sending a number of signs and portents to warn the Kingpriest and/or his subjects in general that they were straying from the path. Wasn't Lord Soth even handed the opportunity to avert the catastrophe, but failed to do so because of his own failings? So yes, the good gods recognized that the Kingpriest had wandered way off the path of good, and tried to show him the error of his ways, but were ignored. So they went really old school and destroyed him and all his people for it. That's certainly harsh by our modern standards, but fits right in with the bible. I.e., the gods didn't fail the people here, the people failed them.
Removing themselves from the world after that could be construed as a mixture of penance (we gave the mortals too much power and look what happened) and punishment (they must learn what life is like without the gifts of the gods to make things easier), with the aim of being able to return to the mortals once both the gods and the mortals have achieved some kind of "clean slate". As for the balance of Good and Evil thing, that's also a classic. How will the people know what's good unless they also know evil? Remove evil and it won't be "true" good any more.
Long story short: the kind of world view underpinning the gods in Dragonlance seem to me to be those of an actual believer - the gods don't owe the mortals, the mortals owe the gods, and they're the ultimate arbiters of right and wrong. And while this sounds nuts to everyone else, it fits well with an ancient/medieval world view where the gods are real, powerful beings to be feared as well as adored.
And now that I've wasted my time on that...I'll try and finish up my character during the weekend, but it may take longer. I work away from home every week, so the weekends are generally family time.
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Post by Ezeze on Feb 8, 2019 15:55:12 GMT -8
Rax - Oh, no, for sure. But if we start talking about religion in too much depth I'm liable to offend someone
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Post by Daos on Feb 8, 2019 18:17:42 GMT -8
Yeah, and I do the same with Dragonlance. Asking the question, "What is Takhisis like?" should get different answers depending on who you ask. A follower of Paladine would say she's an evil goddess, a queen of darkness, that seeks to subjugate all mortal-kind under her steel heel. But a follower of Takhisis would say she's a goddess of law and order, seeking to bring peace and stability to a war-torn land and that it is Paladine who is evil.
Sometimes it's hard to spin, though. Like, how do you justify worshiping Morgion the god of disease and famine, or Chemosh, the god of the undead? But I do my best.
Great! I'll go ahead and add her to the Character Stats thread then.
I went through Teakettle's backstory, and decided she will start the game with 1 point of favor from Branchala (for being lucky), Habbakuk (for traveling) and Majere (for learning quiet observation).
She will start the game with all of the factions currently Indifferent toward her. During play, this will change as Teakettle does things that please or displease the various factions.
And to add to her backstory a little. After she was captured and enslaved, she was sold quickly to someone named Bolbus. Boulbus is a middle-aged ogre. He makes a great deal of steel by making his slaves fight in the arena in Daltigoth. Although crude and boorish, Boulbus is actually one of the more humane slavers (he doesn't beat his slaves, for instance, and makes sure they have quality weapons and armor). He is quite smart for an ogre, and knows slaves will fight harder if they have something to fight for. Therefore, he sometimes stages freedom fights, that will allow his slaves to win their freedom after they have earned him a good chunk of money.
It's not uncommon for kender to be tossed into the arena. They are cheap to buy, and the thrill of seeing one get squished often puts butts into seats. But, amazingly, Tea survived her first bout And her second. And her third. Each time, more and more ogres would show up to watch her get pummeled, but she kept surviving, and even gained some notoriety. She is now something of a 'heel,' someone the audience shows up for to boo at and hope that, this time, she'll finally get taken down. Bolbus realized she was quite a money maker for him, so started putting her in team battles as a way to bolster ticket sales.
Okay, cool. It looks like I only need two more things left. First, a birthday. The Krynnish calendar has 12 months with 30 days each, so you can pick a day or just roll a 1d12 and 1d30.
Second, as a Myrmidon, he gets Ancient History for free, but it must be a military history. The War of the Lance was way too recent to be considered 'ancient.' Maybe one of the three Dragon Wars? Let me know if you need any advice on that.
Oh, yeah, absolutely. Which is probably why it grates against those with more modern value systems.
Yes, there were thirteen signs including bleeding trees, animals going feral, and kender suddenly becoming afraid. (Although how anyone was supposed to interpret these signs to mean 'the Kingpriest must be stopped' is beyond me.) And Soth was given the chance to stop it, but I wonder if he really could have. The way I see it, either the Kingpriest alone was responsible for this whole thing, in which case, destroying an entire nation was way overkill OR the Kingpriest was just a symptom and it was mortal-kind that was rotten, in which case, how was one man supposed to fix that? (It's worth noting that the other two known continents on Krynn, Taladas and Adlatum, were also devastated by the Cataclysm and they had nothing to do with the Kingpriest or Istar at all.)
Ha, yeah. Fair point. I could talk about Krynnish mythology all day long, but we're probably pressing our luck at this point.
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Post by GravityEmblem on Feb 8, 2019 19:05:45 GMT -8
So, Daos, what does Grognak need before he’s finished? (Besides Appearance and Personality, which I’ll write up on Sunday/Monday)
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Post by Daos on Feb 8, 2019 19:11:52 GMT -8
Age, HT/WT, and birthday are all that's left aside from Appearance and Personality.
For a male half-goblin, height is 4'4" + 2d8 inches. Weight is 75 lbs + whatever you rolled for height x 2d4. You can roll or choose something within those parameters.
Adulthood is reached at 12, middle age at 30, old age at 50 and venerable age at 75.
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Post by Snacs on Feb 8, 2019 22:26:08 GMT -8
Okay, cool. It looks like I only need two more things left. First, a birthday. The Krynnish calendar has 12 months with 30 days each, so you can pick a day or just roll a 1d12 and 1d30. Second, as a Myrmidon, he gets Ancient History for free, but it must be a military history. The War of the Lance was way too recent to be considered 'ancient.' Maybe one of the three Dragon Wars? Let me know if you need any advice on that. Uhhh first day of Aelmont of the year because that seems like an auspicious date for draconians to hatch from . uhh First Dragon War works for me as well.
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