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Gigglecake

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  1. Random question, but would I be able to make another god? I was thinking about making an evil one. Just to shake things up. 😄
  2. Sorry. Another question... would it be a disadvantage to getting picked for the game if I chose a character that didn't start out with Darkvision? Like I was thinking of making a Stout Halfling Ranger (eventually going into Gloom Stalker), but she wouldn't have access to Darkvision until third level she picks up Umbral Sight which includes always-on darkvision.  If it would be disadvantageous to getting picked, I'm definitely willing to try a different character.
  3. I think I will continue calling it Cubeland, then. LOL I mean, she's the goddess of harmony, not the goddess of imagination. LOL
  4. I edited my post. Cubeland is called Roku.  And Dragooze society is called Mannerly. 😄 (Half-tempted to continue calling it Cubeland, though... LOL)
  5. E1.113: Meldaya alters the islands drifting through breathable space into one large cube-like land and situates it next to the oceanic sphere. {Alter Land/Water (1 AP) - Harmony (Environment)} E1.114: Meldaya discovers the Dragoozes and helps them to form an orderly society. They begin with the mundane concepts of Agriculture, Architecture, Religion, Law, and Etiquette. {Form Society (1 AP) - Harmony (Society)}
  6. I got the impression they were part dragon, part slime/ooze. Also, I have formed a society for the Dragoozes! 😄
  7. In the beginning, chaos reigned supreme on the broken, shattered pieces of the First World. Multitudes of life in the breathable atmosphere of the universe was created without thought of where they would go, where they would live and thrive... until an oceanic sphere was created. Finally, a little bit of order was starting to make itself known. And from that struggling order in the universe, a new being began to emerge from within the water. A new sphere, soft pink, rotated into existence and a golden cube melded around it. The new being did not have eyes but could see, did not have ears but could hear, did not have a mouth but could speak if she so chose. There was a moment the new being drifted in the waters, and then pulled herself out of the waters to look upon the rocky islands / asteroids of the messy First World and the waterways from the oceanic sphere that flowed from one to another. "Oh my goodness," she said, as Meldaya the Greater Good. "This won't do. This won't do at all!" Little by little, she gathered up the various islands and asteroids (except for the ones that were already being built upon) and fit them together as though putting together puzzle pieces. She kept the waterways flowing through each of the islands and arranged them into a very large rocky cube-like shape and situated it close to the oceanic sphere.  "There. Balance has been restored to the universe. I shall call this cube of rocky land Cubeland," she said, with a sweet little giggle.  She peered around for a bit and saw these drake-like creatures that were also gelatinous in their form and being. She appeared to them in a form they would be comfortable with - as one of their own. A veritable Dragooze goddess with pink scales.  "Hello, my lovely ones. I see that you are scattered and helpless and have nowhere to go. I will take you to a place where you can settle and live in peace and harmony," Meldaya told them.  She led them to the large rocky cube and showed them how to work the land, so they would no longer have to rely on hunting and gathering alone. She guided their multi-limbed steps like one might a child. She showed them how to build upon the land, so that they could have homes. She also showed them how to worship a goddess properly with rituals, celebrations, and a temple dedicated to herself. She taught them rules and regulations that would keep them safe and productive. And last but not least, she taught them etiquette, a system of manners and all around-politeness. "And you shall call your new settlement Mannerly. For you are mannerly Dragoozes."   AP Spend Alter Land/Water (1 AP) - Harmony (Environment) Form Society (1 AP) - Harmony (Society)          - Agriculture          - Architecture          - Religion          - Law          - Etiquette    
  8. Ooooh, I'd love to jump in! I'm at work right now, but sometime later, I think. Just out of curiosity, since I've read the whole thread already, would it be okay to form a society for the Dragoozes? 
  9. Awesome! I made a character sheet. Lemme know what you think. Also, lemme know when you're beginning a new epoch, so I can jump in. 😄
  10.   Meldaya The Greater Good, the Goddess of Harmony Domains (Portfolios): Harmony (Society) Domains in Progress: None yet Alignment: Lawful Good Symbol(s): A pink heart shaped like the peace symbol or a pink honeycomb. Color: Pink is typically what she is most associated with, but gold occasionally shows up as well. Pantheon: N/A until you join one. Evolution Stage: Demigod Infusion Slots: 2 - -   Current AP: 18AP (New gods start with 20) Current Evolution Points: 0 +5AP (1 Point) +1 Infusion Slot (1 Point) +1 Portfolio (2 Points) Evolution (3 Points) (Put spent points here)         Appearance: Their true form is a rotating pink sphere inside a golden cube. But they can appear in other forms, too - whatever is most comforting to the mortal they're appearing to - so this may be a pink humanoid, a pink insectoid, etc.  Personality: Meldaya is cordial and very polite to other gods, even when they're doing things she doesn't approve of. She has a seemingly infinite supply of optimism and desires to be friends with everyone she meets. This can sometimes get her pegged as a naive or even foolish young god.  Dogma: Peace is a treasure that is to be highly sought after and prized above all the rest. Friendship is always a worthwhile endeavor. An orderly life is a happy life. Relationships: None yet. Divine Tools: A self-playing harp which calms the emotions of any creature who hears it and encourages unity and cooperation with other creatures nearby.        
  11. Delheid Battlecry     Gender: Female Race: Hill Dwarf Alignment: Lawful Good   Class: Fighter (Battle Master) / Bard (College of Lore) (4) Current XP: 2700 Next Level XP: 3800 Passive Perception/Investigation: 14/11 Passive Insight: 14   HP: 44 Hit Dice: 4d10 AC: 18 Initiative: +2 Size: Medium Speed: 30 feet  Abilities & Skills Proficiency Bonus: +2 STR 20 (+5) DEX 15 (+2) CON 16 (+3) INT 13 (+1) WIS 15 (+2) CHA 18 (+4) +5 Saves +2 Saves +5 Saves +1 Saves +2 Saves +6 Saves +9 Athletics   +4 Acrobatics +2 Sleight of Hand +2 Stealth      +1 Arcana +1 History +1 Investigation +1 Nature +1 Religion +2 Animal Handling +4 Insight +2 Medicine +4 Perception +2 Survival +6 Deception +6 Intimidation +6 Performance +8 Persuasion     Proficiencies Languages Class Features Race Features & Feats All Armor Shields Simple Weapons Martial Weapons Drum Tambourine Trumpet Gaming set (deck of cards) Vehicles (land) Cook's utensils   Common Dwarven   Fighter:  Dueling. Second Wind. Action Surge. Combat Superiority.    Bard: Spellcasting. Bardic Inspiration.  Jack of All Trades. Song of Rest. Expertise. Bonus Proficiencies. Cutting Words. 4th level ASI: +2 STR, +1 CHA +2 STR, +1 CHA SpeedYour speed is not reduced by wearing heavy armor. DarkvisionAccustomed to life underground, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray. Dwarven ResilienceYou have advantage on saving throws against poison, and you have resistance against poison damage. Dwarven Combat TrainingYou have proficiency with the battleaxe, handaxe, light hammer, and warhammer. Tool Proficiency: Calligrapher's Tools StonecunningWhenever you make an Intelligence (History) check related to the origin of stonework, you are considered proficient in the History skill and add double your proficiency bonus to the check, instead of your normal proficiency bonus. Dwarven ToughnessYour hit point maximum increases by 1, and it increases by 1 every time you gain a level.   Feats: Martial Adept. War Caster.        Attacks Weapon To Hit Damage Type/(Range) Battleaxe, +1 Handaxe +8 +7 1d8+6 or 1d10+6 1d6+5 Slashing Slashing (20/60)   Spells Cantrips 1st level Spells 2nd level Spells Mage Hand Minor Illusion Vicious Mockery Comprehend Languages Detect Magic Faerie Fire Healing Word Aid Enhance Ability Silence Spell Save DC: 14 Spell Attack: +6  Money   Copper: 5 Silver: 5 Gold: 156 Platinum: 0 (166 coins * .02 lbs. = 3.32 lbs. Total Weight)    Encumbrance   Weight: 147 lbs. / 300 lbs. max. Status: Unencumbered Penalty: None    Equipment Readied   Equipped Items: (76 lbs.)   Armor (64 lbs.) Weapons (8 lbs.) Readied Items (4 lbs.) Chainmail (55 lbs.) Sentinel Shield (6 lbs.) Common Clothes (3 lbs.)   Battleaxe, +1 (4 lbs.) 2 Handaxes (4 lbs.)   Belt Pouch (1 lbs.) Trumpet (3 lbs.)      Equipment Stored   Stored Items: (68 lbs.)   Explorer's Pack Backpack (5 lbs.) Bedroll (7 lbs.) Mess Kit (1 lb.) Tinderbox (1 lb.) 10 days of Rations (20 lbs.) Waterskin (5 lbs.) 50 feet of hempen rope (10 lbs.) Insignia of Rank Trophy from a Fallen Enemy - Dagger (1 lb.) Deck of Cards A diary with seven missing pages (5 lbs.) A book that tells the story of a legendary hero's rise and fall with the last chapter missing (5 lbs.) Potion of Climbing Tankard of Plenty Cook's utensils (8 lbs)      Magic Items   Magic Items:    Non-Attuned  Attuned 0/3  Battleaxe, +1 Potion of Climbing Tankard of Plenty Sentinel Shield    Character Overview     Description: Delheid is 58 years old, so still a young woman by dwarven standards. She stands at about 4'5 and weighs in at about 160 lbs. She is somewhat muscular owing to her time in Highhome's guard where being fit is a necessity. She has thick, long blonde hair which is bundled up in two thick, short braids. Her eyes are sky blue in color and often narrowed, giving off the impression that she is suspicious of everyone (and this isn't too far from the truth). Although, her expression is often stern, she is capable of smiling and laughing like any dwarf and usually does so when she's in a storytelling mood or had enough ale. She typically wears her armor and some slightly ill-fitting, patchwork common clothes.   Personality: Delheid has the kind of attitude you would expect of someone working in a guard house in the worst part of town. She's generally suspicious of other people, stern, no-nonsense, and by the book. Perhaps that's why it catches people off-guard that Delheid not only doesn't work a regular beat being a cook and entertainer for morale-boosting, but also that she does entertain on the side with tales and stories of derring-do and outrageous adventures. There is nothing Delheid appreciates more than a good story. So, she's not a total stick in the mud. Delheid is generally an honest person, some would even say too honest given how blunt she can be, but that doesn't mean she's incapable of lying. If it serves the law and the greater good, Delheid has no qualms with telling a well-placed lie here and there. In fact, Delheid might be a dwarven rarity in that she likes to try talking to solve problems first before resorting to violence.    Background:  Delheid grew up in Highhome in the mid-sized clan of Battlecry. Her parents fought often, so from a young age, Delheid did what she could to avoid dealing with her parents - occasionally staying over at a favorite cousin's home or simply walking the streets and familiarizing herself with her surroundings. Being a mid-sized clan of little note, the Battlecry served in Highhome in various menial jobs such as servants, cooks, some entertainers, etc. Delheid was a big fan of her Aunt Mildred Battlecry who played the drums at taverns in Highhome. This became the starting point for an interest in music for her. She would learn from her aunt how to play various instruments. One day, her aunt was said to have left Highhome and from that point on never returned. Delheid became convinced something unfortunate had happened to her aunt. She searched through her belongings and found her aunt's diary but seven pages were missing from it. Not much of a reader, Delheid nonetheless read and kept the diary - though, it gave no clues as to what happened to her aunt. The disappearance of her aunt ultimately led to her becoming a part of the cragwardens in hopes of preventing any other such unexpected disappearances from happening. Delheid didn't have much skill as an investigator, unfortunately, but the cragwardens still accepted her and found a place for her to serve. Despite serving in the worst part of town, Delheid's routine was largely ho-hum. As part of the support staff, she would cook meals and tidy up around the guard house. She did have one interesting experience of note, though. While off-duty, she once single-handedly stopped an assassin from stabbing a noble. She did this by using her body as a dwarven shield, but still, she stopped him! Fortunately, Delheid lived through the experience and kept the dagger as a reminder of her own heroism. It was this experience that would lead to King Finellen taking an interest in her later as a potential recruit to the Dwarven Mountain.  Other Details: One of Delheid's cousins is a librarian in Highhome. He was the one who gave her the book of the tale of a legendary hero's rise and fall with the last chapter missing. Delheid usually prefers oral storytelling over book stories, but this book intrigued her because of the missing last chapter. She has found herself on occasion repeating the story while she's storytelling and then making up an ending that usually ends with the question "But that's just one way it could have ended." Delheid dreams of becoming a legendary hero herself someday.  Delheid is particularly fond of the deity Haela Brightaxe.   Background PHB: Soldier (Specialty: Support Staff)   Personality Traits: I'm full of inspiring and cautionary tales from my military experience relevant to almost every combat situation. I have a crude sense of humor. Ideal: Nation. My city, nation, and people are all that matter. (Any) Bond: Those who fight beside me are those worth dying for. Flaw: I'd rather eat my armor than admit when I'm wrong.    
  12. Is this game still open for new players or no? Just curious. I haven't played this type of system before, but I'm eager to learn and give it a try!
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