Game of Thrones Fantasy (5th DnD, custom rules)

Started by Zaer Darkwail, May 21, 2016, 06:37:50 PM

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Zaer Darkwail



Game of the Thrones begins

In the known world there are three contignents; Westeros, Essos and mysterious Sothoryos. Ancient times there was magical kingdom of Valyria which was ruled by forty noble families which sported dragonlords. Nobleborn Valyrian is striking sight indeed, displaying draconic features thanks mingling with sorcery and dragons and ancestors drinking dragon-blood and ascending into these majestic creatures. However era of Valyrians conquest, reign and rule came to end with mysterious disaster simply told; Doom. It ended Valyrian bloodlines and much of their spells, lore, history and treasures simply vanished without trace or got scattered across the world.

The vassal states of Valyria soon declared independence and any surviving Valyrian freeholds were overrun by their former slaves who then started figthing each other for territory and power in absence of dragonlords. So thus from single kingdom Essos became several kingdoms. However a single pure Valyrian bloodline did survive; House Targaryen. It was small freehold who just only got three dragons, but in world without dragons, three dragons was now plenty enough for them grow bold and ambittious and go conquer Westeros! They fought seven kingdoms and succeeded conquer six of them under their banner by power of blood and fire! So thus house Targaryen became royal family which ruled Westeros centuries.

Until overtime curse of the family caught up; everytime a Targaryen is born, gods flip a coin. Then child of Targaryen is destined to be either a genius or a madman. Just by whim a heir of the Targaryen house stole someone's wife, arresting and executing brother and father of the wife from protesting about it. Then husband of said wife, relative of the wife and foster father figure of both united three great noble houses to end mad tyranny of Targaryen's once and for all! The three men were Eddard Stark, Robert Baratheon and Jon Arryn. It was biggest war since house Targaryen set on shores of Westeros! Unlike earlier times, the house Targaryen no longer sported any live dragons to wield in field of battle, so it all came down to alliances, politics and up front honest bloodshed and tactics.

The trio triumphed but there is no happy ending, Robert's wife was found dead along with the children the mad prince had kidnapped. However kingdom was liberated but already restless nobles pondered who shall sit upon the Throne of Swords and rule Westeros. Then Robert step up and became king of Westeros and to respect the critically timed alliance of aid from house Lannister he married Cersei Lannister and also appease other great houses (as they were deeply in debt for house Lannister anyways and did not want cross them during after war crisis).

Albeit it's no little secret there are some marriage problems between Cersei and Robert, everything is going well on Westeros overall and it has been nice summer.....but now winter is coming and thus time of changes are once more upon Westeros and world at large.



Welcome to recruitment for Game of Thrones 5th DnD game. The game follows mostly the Game of Throne universe and setting, however DnD flavor as you can see with some links above that there are non-human races in the game. Also there will be magic, wizards, sorcerers. So more magic. However I have custom ruled how they relate to setting (and especially to Westeros where game focuses on) and some custom archtypes which would help add flavor to every class. Firstly comes bit lore, then house rules/custom stuff and then actual char gen.

Lore

How common fantasy elements interact in Westeros

Lifespan of different races vs time line/events: Elves example can live several times longer than humans and dwarves two or three times as long etc. So overall answer is that any past events made by precessor are either done by present relevant head of the house or add two or three centuries more to different reigns/eras or simply the influential individual somereason or other retired other reasons (or did deeds while not being head of house example). It would take several pages of writing work to write everything anew but these are the general guidelines I go by than just cut every race lifespan short as humans.

Magic spells, cantrips and casters: Even if casters (clerics, druids, wizards) are more known and common their still rare. Example not every priest of seven knows how to cast a cleric cantrip or cast a spell! It could be said 1 vs 10 priest actually holds real magical powers. Also wizards are heavily related to maesters or rich/noble born people (meaning commoners rarely if ever get acces to right education to learn do magic). Only expection is sorcery which is most common but any spells learned by sorcerer comes from personal experience and by a emotional event than learned it via studies. So even if someone is 12th level sorcerer he may not learn teleportation circle unless someone tells him/teaches or discovers a arcane scroll which depicts how teleportation circles work. In this game learned spells (both as prepared and spontaneous systems) need roleplayed out.

Magic Items: Most magic items are relics from Valkyria and are coveted by rich and great houses/nobles. There is almost no one able to craft magic items and magic healing/cure potions can only bought from temples where there is actual real spellcasting cleric (so mostly capital or big cities than from village alchemy shop). Magic item creation has no feats or guidelines; mostly needing discovered and some methods can be dangerous or costly (like somebody could learn make elixir of fire breathing by needing dragon's blood while somebody else just mixes bit gunpowder, pepper and infuses fire spell energy on it). usually anyone who can create magic items are coveted as well as magic items themselves.

Dragons: Unlike normal DnD in this game dragons do not talk nor know how cast spells etc. Their more akin to massive magical beasts than inteligent centuries old creatures. However they are infused strongly by magic and often than not can empower/reinforce magic near them (and thus items made with dragon parts are very potent).

Monsters: There will be monsters and in Westeros they are often in north than southern lands in Westeros and come beyond from the Great Wall. Essos overall have monsters anywhere.

Great Houses

There are many noble houses in Westeros and some noble houses are vassals to great houses which rule specific regions in Westeros. A mild change to Noble background is given following; if you come (as blood related or adopted) from a great house you gain a single profiency for free related to said house. If you come from lesser noble house you do not gain additional benefit. Links provide detailed history/info while I focus write about what races make up the house (so you know if you play dwarf from Arryn house your odd case). As note drows do not excist anywhere on great houses (even if elf is listed in them).

Baratheon of King's Landing: This fairly new royal house mixes dwarven and half-elven bloodlines from houses Baratheon and Lannister. So far Baratheon's children have been half-elves but it's not unheard when half-elf weds to husban who is different race than her, the children would be born as half-elves (or father's race with smaller chance). This house deals with lots of politics with other noble houses to those who were born to this house gain profiency for persuasion skill.

Tully: Majority house Tully members are gnomes but there is significant number of halflings and in minority a short heigthened half-elves. Because living in riverlands you spend much time in boats and ships those from house Tully gain profiency for Vechile (water).

House Baratheon: House Baraethon has majorly dwarven members with minority stocky gnomes in far off branches in riverlands. House Baraethon have always having natural knack being imposing and intimidating when needed so they gain profiency for intimidate skill.

Martell: House Martel is major numbers having human members and then small number of dragonborns thanks marriage to Targaryens. They are fierce tempered house which has chip on their shoulders in regards Robert's Rebellion. But also have pride that they were last and only kingdom from seven kingdoms who retained their indepence longest until they were brought on fold by royal marriage and are only great house who uses 'prince' or 'princess' as official titles. Because their natural skill in using poisons in everyday life and combat those of house Martel gain profiency for poisoner's tool kit.

Greyjoy: Greyjoy family major members are half-orcs, related to distant orcish pirate ancestors who then pillaged and raped coasts of Westeros and mixed their blood with locals. Because of their skills in seafare (and also fishing) they get vechile (water) profiency for free.

Arryn of the Eyrie: Arryn of the Eyrie have mostly elf raced members and then significant number of half-elves thanks various cross marriages. Because rocky terrain and need keep balance even regular movement in area, house Arryn gains profiency for acrobatics.

Stark: Stark family members are mainly humans with bit half-elves in family ranks thanks cross marriages to Arryn and Tully families. Thanks living far north and needing to survive harsh climates and winters which last very long in Westeros and are coldest in north, house Stark grants profiency for survival skill.

Tyrell: Major number of house Tyrell members are elves with small number of half-elves amongst their numbers. Because being in land of classic chivalry, beautiful gardens and being wealthy beyond most great houses they have time for relaxing pursuits. However underneath the beautiful facade they are keenly observing and reading their enemies and friends alike and thus rose has it's thorns. Those from house Tyrell gain profiency for insight.

Lannister of Casterly Rock: Lannisters majorly have half-elf members and small number of humans. House Lannister has reputation being cunning dealers and skilled at negotiation. So those from house Lannister gain profiency for persuasion skill.

Targaryen (exiled): House Targaryen is largerly believed to be wiped out but is not. Even at peak house Targaryen sported only dragonborn members in their house even while they married members from other houses which were different raced than themselves. Going so far as marry siblings to keep bloodlines pure (and thus their Valyrian features). However Targaryen's need lay low profile now and deceive to survive and thus presently house Targaryen members gain profiency for deception skill. However their purity pays off with additional trait; they have immunity to non-magical heat and flame (against magical fire they have resistance like all red dragon ancestry having dragonborn usually do have). There has been some non-red dragonborn Targaryen and they do not possess immunity to non-magical flames and heat. However there are rumors some surviving members from Valyrian ancient freehold families who possess immunities to other elements and thus are pure Valyrian dragonblood of their respective ancestry.

Races in Westeros

Dragonborn: Dragonborns are what most would call possess Valyrian features and blood. As Valyria was dragonborn kingdom and since it's fall there are dragonborn everywhere on Essos. While in Westeros dragonborn are suspected to be from Targaryen house or off shoot from one (after there was genocide on dragonborns across Westeros at aftermath of Robert's Rebellion). However if your foreigner or merchant from Essos you should have no trouble do business albeit you would definately draw stares. Especially if your red dragon ancestry having dragonborn.

Dwarf: Dwarves are mostly living at either far north or at around Eyrie where in both cases have been miners and crafters somesort. In Essos they are highly valued slaves (thanks to their hardiness and skill) or members of Iron Bank thanks their sense for business and logistic affairs. Overall dwarves hold respect as craftsmen and as those who know numbers and logistics.

Elf: Elves are rare in general population but most do live in Riverlands or at Eyrie. Working as farmers, woodsmen or artisans of high skill or work as scholars in cities if they have got finer education. Overall elves are viewed as exotic and naturally attractive (expections do excist).

Gnome: Gnomes do live same areas as dwarves do, albeit there is large population also at Riverlands living on hills on fishing or farming along the rivers. Gnomes are considered on earth common sense holding people who enjoys simple pleasures in life.

Half-Elf: Half-elves overall reside where elves and humans can mingle, so at riverlands or at eyrie. Although many believe half-elves ancestry can be traced back to prostitute who was bred by one noble houses (Lannisters mostly). Besides that half-elves are viewed bit like charming scoundrels and troublemakers.

Half-Orc: Half-orcs at large reside only at Iron Islands and other island cities, ports and towns. Some number live in Riverlands in small number. Overall people are intimidated and put off by half-orcs who are feared especially if encountered on waters (or when their drunk).

Halfling: Only at riverlands halflings are counted in large numbers and are only race which has no great house in major number of them. Their appearance wise look similar to gnomes but they are cunning and undercutting lot. Often scheming how con people money and overall not trusted much even if their charming and make good performers at many weddings. Also unlike gnomes they do wander around lot more and can be met more around Westeros than a gnome would be. Other raced people often underestimate and look down upon a halfling.

Human: Humans are most generic race in Westeros even if most great houses are not human race dominated. Most humans have ancestry to Essos or from north before spreading to other areas in Westeros before it was conquered by Targaryens centuries ago.

Tiefling: Tieflings originate from shadowlands and have crept up across Essos and Westeros over aeons. Usually it's considered bad omen if tiefling is born into family and often than not tiefling children are killed or abandoned when their born. Only rare cases tiefling is raised in the original family but they suffer entire life stigma being born from darkness and often grow bitter people because of this. Because most tieflings are orphans at best they often get involved in criminal activity or shameless prostitution (or both).

Classes in Westeros

Barbarians: Wildlings are without doubt barbarians before being figthers. However some northern warriors in Westeros embracing Old Gods teachings and thus are capable embracing feral sort rage in battle and fight fiercely when cornered. Also those who are raised in gladiator pits of Essos or are slave figthers often embrace this class as means to survive.

Bard: Bards are wandering scholars who are always taught in mentoring process where a bond forms between mentor and apprentice which runs deep. Bard's teachings and methods are all oral tradition taught by mentor and knowlegde and lore is taught across centuries. All bards from college of lore are maesters and were educated at Citadel.

Cleric: There are eight religions in Westeros and Essos. Overall clerics can pick any domains which feel right to teachings of the given religion. Example Drowned god cleric can have War domain or even Life domain. But unlikely a tempest domain which is more associated by drowned god's adversary; Storm God. However amongst all religions only Old Gods have clerics with Nature domain but are also smallest in number (as true practioners of Old Gods way are druids but druids are even rarely found in cities so usual city shrine devoted to Old Gods have clerics instead).

Druid: Druids are part of wildling communities as spiritual leaders or more rural and backwater communities in far north of Westeros where they preach and teach of Old Gods way to locals and in north and in amongst Iron Island Old Gods way are stronger than in southern Westeros. Overall druids are very rare individuals compared to clerics as divine casters as they usually live in forests, woods and harsh wilderness.

Figther: Knights, bannermen, mercenaries, unsullied, they all are figthers one or other sort. Any warrior who is well trained and educated to arts of using weapons, armor and warfare.

Monk: From monasteries of seven there are well educated followers who are taught solve conflicts without weapons, which does create situation where one needs defend itself unarmed and unarmored in sudden case of violence. However in Westeros monks and nuns are not viewed as warriors but teachers and mentors and often associated with faith of Seven. However in Essos there excist still exotic monasteries of five elements which has roots to Valyrian and order of shadows which is most secretive monastery and often associated with training assassins and killers for hire. Also there are gladiatorial schools where slaves are taught how to fight unarmed effectively and entertaining fashion.

Paladin: Paladin is simply a figther with sense of faith and said faith gives them form of blessings which give them strong charismatic presence in battle and conflict thanks to faith they hold. Paladins can come from any religion; Old Gods paladins usually take oath of ancients while paladins who take oath of devotion hail from Reach or even from Highgarden. However paladins who take oath of vengeance (like king Robert) are driven by vendetta, blood feud or grudge between noble families or great houses.

Ranger: Rangers can hail anywhere civilization and wilderness collide and meet. This usually means rangers hail from northern lands than south of Westeros but basically any woodsman or those who crave survival in wilderness can become a ranger.

Rogue: Same as rangers but more in urban environment; anyone who carves survival in urban or in settlement can become a rogue. However in Essos (especially in Braavos) rogues can be flashy sword play users called bravos who practice art of water dancing.

Sorcerer: Since fall of Valyria most source of spells and magic in Westeros and Essos comes from sorcerers. Most sorcerers come from lineage or family of sorcerers and sorcerer's blood added to any house hold (noble and merchants alike) is high boon even if bride or groom itself lacks ability to cast spells. Also thanks Valyrian influence most magic is dragon magic.

Warlock: Besides sorcerers in from shadowlands (through dark cabals led by tieflings) are taught alternative magic known as pact magic where warlock swears oath to supernatural being, entity or force and in return of sacrifice (which is usually dark) a pact is formed. Warlocks are overall considered disdain and being suspicious about, in both Essos and Westeros albeit in Westeros there are very few and rare warlocks and they are usually from Essos.

Wizard: In Westeros all wizards are maesters as Citadel holds all arcane lore and knowlegde of wizardry craft and jealously guards their secrets with lethal force if need be. In ancient times Targaryen's brought wizard's art to Westeros and taught it upon their favored servants which they forced to make a magical binding oath (upon graduation) to use their magic only for service of Westeros and to the king of Westeros or household they are planted in. This helped cement great houses loyalty to Targaryen's early on and the system developed created Citadel. Bards graduated from Citadel are binded by same oath but despite lack of wizardry art they are considered maesters none the less (albeit they are often than not more versatile in skill set than pure magic studying maesters and may know something about combat also). However in Essos there are wizard guilds who for a fee educate rich children of merchant houses how to wield magic and some families run wizard's art as tradition. Also Targaryen house educated their own children for wizardry if sorcery was not their calling.

Custom stuff/house rules

House rules

Polearm Master (feat): The target also provokes attack of oppoturnity when they move without disengagin inside your threatened reach besides entering and leaving your threatened area.

Inspiring Leader (feat): You gain also +1 to charisma and by DM's decision gain followers and have easier time gather people under your banner/command or have favorable odds being chosen as leader.

Custom Backgrounds

Bannerman
You owe a military service to your lord (to a head of great house). Sworn to come when summoned by your lord when he departs on battlefield and follow his commands in battlefield. The debt can come either from your personal dealings or by dealings what your ancestors did with said great house. Perhaps get huge amount of money during serious trouble, a great house saved your parents life during wildling attack or other deed which made either you or your family debted to great house and make you a bannerman.

Skill Proficiencies: (one related to great house), History
Tool Proficiencies: Artisan tools (your choice)
Languages: One related to major race present at the house (in case of Martell's and Stark's you can pick any one language common in their holdings)
Eguipment: Artisan tools (your choice), Tabard/Banner devoted to your lord, Common clothes, money pouch containing 15gp

Feature: Lord's favor
As bannerman you have pledged already for military service. However your pledge also makes you favored in your lord's eyes and it allows potential to ask favor from your lord. It's entirely related to what lord you owe the military service and how you present your case to your lord and how you ask the favor and what favor in end your asking from him. Success is not quaranteed, but very least lord listens to you and your worries more compared to smallfolks.

Slave
Slavery is illegal in Westeros but not so in Essos. Either you were well bred and raised slave from Free Cities or from harsh brutal Slaver's Bay. Perhaps one treasured Unsullied or bed slave from Yunkai. Whatever exact origins you have lived a slave's life and either are owned or free and living in Westeros where your former masters cannot find you.

Skill Proficiencies: One physical stat related (Str, Dex) and one mental (Int, Wis, Cha) related.
Tool Proficiencies: Artisan's tools (your choice) and Vechile (land or water)
Eguipment: Common clothes, money pouch containing 5gp

Feature: Slave's Determination
You have endured much as a slave and survived where many haven't not and learned to be diligent and hardworking. Thus you have advantage to any rolls while performing any physical labors or work where you were trained as a slave.

Custom Archtypes


Kingsguard (figther)
The Kingsguard, also known poetically as the White Swords or white cloaks, are the royal bodyguards of the Iron Throne. Supposedly the finest knights in the Seven Kingdoms, they are sworn to protect their king and the royal family with their own lives, to obey his commands, and to keep his secrets. They are sworn for life and are forbidden from owning land, taking a wife, or fathering children, although they can have non-hereditary commands, such as being warden or Hand of the King.

Requirement: Must forsake all inheritance rights and former great house or noble house or bannerman associations upon entry and take oath of service.

Gaze of Vigilant Watcher
At 3th level you gain profiency for perception skill (if not already having it) and gains advantage to perception checks while he is guarding a area, location or a person.

For the King
At 3th level your position as Kingsguard allows in King's Landing and anywhere else with written name and seal from the king to get away from breaking the law without consequence, but only if you declare your said action was done for best of the king and the kingdom (and makes sense). Kingsguards who often abuse this right are firstly send harsh talks, second times given harsh physical punishment and third time expelled from the order.

Kingsguard Stance
At 7th level when foe either enters, leaves or moves in your threatened area without disengaging, you can use your reaction to do single attack against the foe. Also if foe makes attack roll upon someone other than yourself who is adjacent to you, you can use reaction to move intercept the attack and make foe compare the attack roll against your AC. If foe hits your AC you take the hit instead but you recover a use of second wind if haven't used it yet. You can benefit only one second wind recovery this manner once before short rest.

Kingsguard training
10th level you gain half profiency bonus to all wisdom related skills and now you always have advantage to perception rolls.

Honor of White Knight
At 15th level you gain profiency bonus twice to wisdom saving throws.

Protector of Seven Kingdoms
At 18th level you learn to push yourself beyond natural limits to endure even gruesome punishment against odds. As once you are reduced to 0 HP by a attack, you can spend Action Surge to go instead to 1 HP. You can do this many times as you got action surges left to use. This feature does not block effects or spells which can kill you off right or send you to 0 HP without damage roll. If you got inspiration point, you can use it instead using action surge.

Ranger of Night's Watch (ranger)
Night gathers, and now my watch begins. It shall not end until my death. I shall take no wife, hold no lands, father no children. I shall wear no crowns and win no glory. I shall live and die at my post. I am the sword in the darkness. I am the watcher on the walls. I am the fire that burns against the cold, the light that brings the dawn, the horn that wakes the sleepers, the shield that guards the realms of men. I pledge my life and honor to the Night's Watch, for this night and all the nights to come.

Fortitude of Long Winter
At 3th level you gain advantage to any saving throws in regards resisting natural wind and cold weather condittions. Also you need 1/5 less food and water to survive and need only four hours to get benefits of long rest.

Vigil of Black Knight
At 7th level you become immune to frigthened condittion and also gain darkvision.

Slayer of Cold Darkness
At 11th level you gain advantage either to attack or damage rolls against Others and wights. You can decide after rolling both rolls which you take advantage on but before DM announces the result.

Heart of Winter
At 15th level you gain resistance to magical cold and become immune to regular cold. Also you become immune to becoming a wight and you treat any weapon you wield as obsidian against wigths and Others.

Faceless Man (rogue)
'My time is done.' Jaqen passed a hand down his face from forehead to chin, and where it went he changed. His cheeks grew fuller, his eyes closer; his nose hooked, a scar appeared on his right cheek where no scar had been before. And when he shook his head, his long straight hair, half red and half white, dissolved away to reveal a cap of tight black curls.
- observations of Arya Stark

Bonus Proficiencies
You gain at 3th level bonus profiency to poisoner's kit and disguise kit.

Delivering the Gift
At 3th level whenever you use poison against someone (through injury or ingested), they have disadvantage on saving throw against the poison and gain no profiency bonus on said save if any nor apply their resistance to poison damage (but immunity still blocks poisons).

Faceless Face
At 9th level you can use disguise self at-will and divinations will reveal nothing about your true identity and for all purposes your former identity before becoming faceless man is dead according to all divinations.

Parting Gift
At 17th level when someone kills you, your body turns into shadow and disappears along with your belongings. The person who did killing blow needs roll a charisma saving throw difficulty 8 + faceless man's inteligence bonus + profiency bonus. On failure next time they are asleep they die as soul of faceless man occupies the body and replaces the original soul and transforms the body into their own body and they regain their possessions. Remove Curse cast on target before they fall asleep prevents attack from working. You can do Parting Gift attack only once per year.

Char Generation Rules

Starting level: 6
Stats: 27pts point buy or use pre-arranged array; 15, 14, 13, 12, 10, 8.
HD: Max first level, then default average per level.
Eguipment: 2,000 gold, 50gp = common magic items, 500gp for uncommon magic items, 1,000gp for rare magic items (1,500 for weapons&armor).
Alignment: Any, so long it gets along with the party without poisoning/backstabbing/betraying on first meeting.
Races: Any expect drows and eladrins.


Now, starting setting depends what sort chars I do get but game would start at King's Landing and revolve around events in there at season 1 around during or before episode 1 so think with your char background how/why he or she is on King's Landing. Also you can come from any great houses (so long you do not overtake any canon roles already filled by canon NPC's. You can be example be a adopted son/daugther of Ned Stark or cousin of Cersei).

Chulanowa

I'm intrigued by this. A multi-racial, slightly magic-heavier westeros? Sure! Why not!

Elven Sex Goddess


Zaer Darkwail

Nice hear your interest :). You can use online charsheets (like mythweavers) or typed versions, whichever you prefer.

Lockepick

Also interested! Throwing a few ideas around.

Just to double check -- is Variant Human an option?
Like what you see? I am currently looking for new plots!

Detailed List of O/Os and Plot Seeds

All of my image links were previously photobucket and broken -- I'm fixing them as I use the avatars again, or for current games. Please let me know if there is something that needs updating!


Chulanowa



Elven Sex Goddess

Felisi, half elf, monk

Felisi backstory
Born into the life of a bed slave from Yunkai.   Felisi whose mother was a bed slave before her and her mother's mother before her.   In a long tradition of being a slave.   For the entirety of her life she has been a slave.   But she is more then a whore to be used.   More then a bed slave who is trained in the way of the seven sighs and the sixteen seats of pleasure.  Felisi  was also trained to protect, be  a bodyguard to he or her to who she serves. 

Property of a merchant from Slaver's bay.   Who regularly traveled between  Essos and Westeros with his spice trade.   Felisi comes under the eye of Petyr "Littlefinger" Baelish.   Who as master of coin had purchase numerous brothels.   Littlefinger seen perhaps a asset that could be used in the future.   He would purchase her from the merchant and place her working in the brothel in King's Landing.   She is often given to those that he wants to keep tabs on for use or companionship.   

The collar that Felisi wears is been imbued with the properties of like a periapt  against poisons.  Her former merchant master was convinced in a paranoid way that his competitors were out to get him.    The bracers work are imbued with magical defense.   A mercenary she been gifted to for a night.   While in training would leave them.  Before she is sold to the merchant.

Currently in King's Landing working at the brothel as one of its prostitutes.  Still owned and a slave by Littlefinger.    Who uses her to put close to those that he wishes information from.   With a high wisdom she is adept at being perceptive and gaining information.   While not bright in intellgence,  to piece together the whole picture in what information she gains and passes along.   Nor is she asked to gain such information.   Her genial nature and what she is, gains her many a loose tongue that gives up information to her.

Felisi knows only slavery.   To her it is a way of life.   Perhaps it is easier not to make decisions.   To have someone else with such responsibility.  Her goals are to serve her master and the brothel or to whoever she has been given to.  In the best of her abilities.   She takes pride in such.   On the reverse having been on the streets of King's Landing.   She abhors how this gem city of Westeros as the focal center piece have so many living in squalor homeless and starving.  Do not the masters of this great city care for their property. 

Primarch

Anyone have a decent online source of items (magic & mundane) with costs?

Zaer Darkwail

#10
The costs for common, uncommon or rare items I have listed in first post. Despite what item is, it costs indicated amount (the rarity determines the cost). But for reference a +1 armor is considered a rare item while +1 weapon is uncommon (and rare armors and weapons both costs for this game for 1,500 so you can have only one of those per char). But besides just google and searching for PDF's you can ask for DMG items and I list their rarity (and function changes if any as some items got changed in 5th edition). Example healing potion heals 2d4 and their common items (and cost 50gp each and their only common magic item I know is listed as common).

Elven Sex Goddess: Char looks fine to me and ready to go once game starts :). But note to others; I pick 4-6 chars for the game after a week and build party based on idea I how get party members meet and form group together (it's enough time for anyone to make char and study bit GoT lore via season episodes or from wiki). So it's not first served picks.

Elven Sex Goddess

Quote from: Zaer Darkwail on May 22, 2016, 03:34:39 PM
The costs for common, uncommon or rare items I have listed in first post. Despite what item is, it costs indicated amount (the rarity determines the cost). But for reference a +1 armor is considered a rare item while +1 weapon is uncommon (and rare armors and weapons both costs for this game for 1,500 so you can have only one of those per char). But besides just google and searching for PDF's you can ask for DMG items and I list their rarity (and function changes if any as some items got changed in 5th edition). Example healing potion heals 2d4 and their common items (and cost 50gp each and their only common magic item I know is listed as common).

Elven Sex Goddess: Char looks fine to me and ready to go once game starts :). But note to others; I pick 4-6 chars for the game after a week and build party based on idea I how get party members meet and form group together (it's enough time for anyone to make char and study bit GoT lore via season episodes or from wiki). So it's not first served picks.

Sounds good to me.   I also want to put out a clarification and what party role for the character;   With the background of being a slave and one that is a bed slave.  Immediately screams of one that goes from one sex scene to another.   Which I hope not.  For the character is more then just that.   The background and tying her into the syndicate of shadow dealings of Littlefingers   In which said character is a perfect complimentary character for rogues and fighters in flanking.  The one who goes first.   Quick, alert, enough and well rounded to overcome traps or other such possible ambushes by being first through in a scene.   An in monk spirit relishing such as a test to ones prowess.   Yet at the same time adhering to what she knows and what she is.   

I am also willing to be tied in with another character.    Basically Felisi is to the party in what Alfred the butler is to Batman i.e. Bruce Wayne.   Not the major player, but a player that fills out the game and is  a good asset in as a secondary character in what is the Game of Thrones.    So she is not a nympho looking to go from one sex scene to another.   She is not out to seduce in a overt way.   The very nature of what she is lends to a passive such seduction.   Yet she is not driven by sex.  She is driven to serve and be the best possible slave she can be.   If called on to protect another.  She will do with a zealous and discipline.  If called upon just to be perceptive and learn of something, she will do that.       

Finally a effective spy,  for she has no ulterior motive other then to as aforementioned accomplish what is given her be it gather information even if she is not smart enough  to see the big picture.   In being the best at serving.  So the politics of who is claimant with such clams upon the seats of power.  Matters not only in the realm of who she serves.  And such servitude will come with multiple layers.   From Littlefingers down to his agent that handles her to those that she serves in where she is placed.     

 

Zaer Darkwail

Yeah, I imagined your char more spy/info collecting role or sort as subtle bodyguard. However without doubt Littlefinger had pressed on that in public you do not call yourself as slave (as slavery is outlawed in Westeros even if smallfolk live sort in slavery under their lords). But Littlefinger none the less treats you as his (like he does with any girls who work for him). Anycase I imagine in fantasy version of GoT he would be a half-elf rogue (the mastermind archtype). But as expected sex/smut can occur in the game both it being located in E and also GoT setting sex (and even sexual abuse) is quite common in the world (but they are player driven desires but some plots or even actual planning wise a sexual seduction could be used for some goals).

Lyku

#13
I'm interested.  Not familar with Games of Thrones, but I can learn.  No fighters?
Every great dream begins with a dreamer.  Always remember, you have within you the strength, the patience, and the passion to reach for the stars to change the world.  – Harriet Tubman


Chulanowa

One more question on setting. Is D&D Westeros more open to gender parity than as-written Westeros? 'Cause in the books and show, women who fight and adventure are seen as freaks of nature by society at large - except maybe in Dorne, the Iron Islands, and among the Wildlings and Hill Clans. It's very patriarchal with very defined gender roles. Buuuut... D&D makes no such assumptions, and of course, a gorgeous woman with a big ol' sword is very much a thing that appeals in fantasy games. Plus we've got all these races, I would rahter doubt elves (for instance) who live 3 or more centuries, would notice what's between a knight's legs, unless they're admiring said knight's horse.

Zaer Darkwail

Quote from: Lyku on May 24, 2016, 01:05:09 AM
I'm interested.  Not familar with Games of Thrones, but I can learn.  No fighters?

There are figthers in Westeros, just forgot add them in lore section :P.

Chulanowa: The gender parity is in place yes, albeit some great houses or some areas it's viewed less as issue. But because of spread of faith of seven (which has similarities to Christianity) would encourage women to be house wives, caretakers of home or otherwise take more passive roles. Reason is mostly because some story/plot elements would not make sense if genders are equal. However women can go become figthers even without noble backgrounds but it would be very rare and would viewed as freaks of society.

Lyku

Progress so far

Gabriel Rook
Class: Thief [Assassin

Alightment: LN
Level: 6
Race: Human [Varient]
AC - 20
HP - 45

Strength - 10
Dexterity - 16
Constitution - 14
Intelligence - 14
Wisdom - 10
Charisma - 10

Medium Armor Proficiency
Medium Armor Mastery

Equipment

+1 Short Sword of Warning (1d6 + 1) [Uncommon]
Boots of Elvenkind [Uncommon]
Shield
Half Plate
Bag of Holding [Uncommon]

Sneak Attack - 3d6
Expertise - [Stealth, Acrobatics, Thieves' Tools, Perform]
Thieve's Cant
Every great dream begins with a dreamer.  Always remember, you have within you the strength, the patience, and the passion to reach for the stars to change the world.  – Harriet Tubman


Lockepick

Pretty sure I'm planning on going a Fighter/Battle Master, aligned to Stark (either the base family or a banner house) -- trying to decide between polearm or greatsword.
Like what you see? I am currently looking for new plots!

Detailed List of O/Os and Plot Seeds

All of my image links were previously photobucket and broken -- I'm fixing them as I use the avatars again, or for current games. Please let me know if there is something that needs updating!

Zaer Darkwail

Lyku: Looks good so far. lockepick: Also sounds good idea :). I do hope I do get more than just 3 char ideas/concepts before end of this week, or else I extend the recruit by another week.

Chulanowa

I'mma put in the work tomorrow after I get home and into Friday. Right now I'm looking at a dwarf or Halfling of some sort. Maybe some sort of poncy elf guy from Highgarden. ;D

Lockepick

Quick Question on magic item costs: You mention a specific price for weapons/armor -- is that 1,500 only for rare weapons/armor? Do Uncommon Weapons/Armor cost 1,000 instead? Or is the 1,500 for Rare or Less?
Like what you see? I am currently looking for new plots!

Detailed List of O/Os and Plot Seeds

All of my image links were previously photobucket and broken -- I'm fixing them as I use the avatars again, or for current games. Please let me know if there is something that needs updating!

Zaer Darkwail

The 1,500gp price is for rare quality magic weapons or armor only. Uncommon weapons and armor costs 500gp while any other rare items which are not armor or weapons costs 1,000gp. armor this case means armor which you dress on and wear for protection than something which gives you armor bonus (like cloak or ring of protection).

Lockepick


Boladyn Cerwyn
Bannerman of House Stark
Human (Varient) Fighter (Battle Master)


Myth-Weavers Sheet

Backstory

WIP; but TL;DR: Second son to House Cerwyn, a Bannerhouse of Stark located right to the south of Winterfell. Was thinking he goes to King's Landing to fight in the tournament, depending on where we're starting.
Like what you see? I am currently looking for new plots!

Detailed List of O/Os and Plot Seeds

All of my image links were previously photobucket and broken -- I'm fixing them as I use the avatars again, or for current games. Please let me know if there is something that needs updating!

Lockepick

Having posted the start of my character -- I had some questions:
1) I have Boldayn as a member of House Cerwyn, but Bannerman to Stark. I didn't give him the free Stark proficiency or anything -- but basically trying to tie him to the Stark's without mucking up canon too much.
2) Is there any rules for Valyrian steel weapons? I don't see rules for having adamantine weapons, or else I'd just suggest that.
3) I went with a Halberd for a weapon, but was hoping for entirely cosmetic reasons to have it double-headed -- which is just to more properly match the Cerwyn Sigil of a double-bladed axe.
4) Where is the game starting? Do we all need reasons to be in King's Landing, for example?
5) Where in the story are we starting?

I think I had more, but now I don't remember them. I'm sure they'll come to me later.
Like what you see? I am currently looking for new plots!

Detailed List of O/Os and Plot Seeds

All of my image links were previously photobucket and broken -- I'm fixing them as I use the avatars again, or for current games. Please let me know if there is something that needs updating!

Zaer Darkwail

lockepick:

1) Well, for house Cerwyn their skill profiency also would had been survival (any northern noble houses have that skill as there is tundra/wilderness and everyone in north gets basics of survival because of harsher climates and even great lords themselves practicing hunting both as sport but also means to feed themselves and their families). Overall it fits as house Cerwyn is little known house and there is no denial nor confirm of second eldest son in the lineage. Anycase you got the history and survival from background choice.
2) No rules for valyrian steel specifically but it's a idea that valyrian steel is own unique thing and related to adamantine. Overall any weapon of +2 or higher is likely made from valyrian steel (and so far only property what I can think off is that it ignores regular unenchanted steel made weapons and armor/material and thus can break them more easily and armor of invulrenabillity could be rare example of valyrian steel armor).
3) Like this? Overall design of halberd is to swing and chop from single direction but there can be smaller blade other side to allow reverse swing motion (but for a great axe look would not be that practical but if you want to your halberd can look even this so far as I am concerned so long you treat it in combat like halberd otherwise :P).
4) All need reason to be in King's Landing as in interest thread most wanted King's Landing focused game than to north or to Essos based.
5) We start at around bit before or during episode 1 in season 1. Basically game could start with announcement of king's hand had died.