• NOW LIVE! Into the Woods--new character species, eerie monsters, and haunting villains to populate the woodlands of your D&D games.

No Longer an Interest Check - 5E Rise of Tiamat + Corebooks PBP - OOC

I'm very happy to hear about that. Let's assume that the tribe which slaughtered her people were a long-standing territorial rival of your own (now extinct) tribe. In fact, let's say that since you've probably been in the woods a lot longer than she's been on the road, I might even say that the rival tribe specifically went a-pillaging after yours was wiped out, so after a fashion the dragon who killed your tribe was also indirectly responsible for the death of Annaliese's boyfriend.
Huh? The boyfriend, step father, and siblings all died on the same day.

I might have missed it when reading the backstory, but did any of her siblings escape the destruction of her home life? If she'd never have left without knowing they're dead, then we can say they are, but it'd lead to more future plot hooks if we assume that some are still out there somewhere, and she simply lost track of them while her own life was falling apart. That's some good drama we could put together on this subject, but only if you're cool with it.
Her life falling apart was them dying. If any of them were alive or possibly alive, she would never have left the area to go on adventures.

Since the mention of orcs in Ashur's backstory is only a single line, I'd slightly prefer to substitute another sort of creature, just so we can vary up the reactions of the players to common enemies. If you and jmucchiello decide that the only way your characters can party up is if they bond over their mutual hatred of orcs, we can go with that, but I'm hoping I've given you more of a hook than that to get interested in.
Do you want me to change the orcs to something else? I'm not attached to the orcs. Any marauding humanoids killing her family is fine. :)
 

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He's not wrong. Any wizard of 6th level would have access to that spell as a matter of course.

I also worry about you saying you don't approve of tactical complexities in spells because you think being able to create difficult terrain will somehow outshine the uses of the other spells. If that's the case, you may be upset at how I play. I often take utility spells more often than damaging ones, and I like to control a battlefield, rather than just deal damage. Minor Illusion is my favorite cantrip, though I don't have it with this character, because it has near infinite versatility. Major Image is even better. I've ended whole fights before they started with that one.

The spells in the Player's Handbook have plenty of tactical uses that can get them out of a CR challenge. Hell, I've used a lvl 4 Dragonblood sorcerer, with only Player Handbook spells and feats, to effectively grapple a Shadow Dragon and hold him down so the party could defeat him. The Dragon couldn't get out, and had already wasted its breath, and I held him down in the sunlight. Enlarge made me big enough to do it and gave me advantage on the grapple check, and a 20 in Strength from rolling high and an ASI (when most Sorcerers dump strength) gave me enough skill to keep the dragon from being able to break the grapple. It kept wasting its turn trying to break the grapple or hit me, and since it was prone, it had disadvantage against me. My party wailed on it from a distance, and boom, no more shadow dragon. This same Sorcerer, at lvl 6, beat a Planetar ON HIS OWN, using a similar strategy by grappling the Planetar and holding it in an environmental hazard until it died. Again, it kept trying to break the grapple and couldn't.

I had a Rogue who literally talked a Chain Devil into joining the group and they used it to fight the Pit Demon that attacked them later.

With a Warlock, I can get Devil's Sight to see through Magical Darkness, then plop a Darkness spell on to the enemy so I can see them but they can't see me, then go to town.

With a Wizard, I can do so many crazy shenanigans with the Magic Mouth spell that I could ruin the economy of pretty much any city selling what amounts to an alarm system for the entire city, given enough gold and time to do it, and that's only a lvl 2 spell. It is literally possible to use the Magic Mouth spell to create a telephone. It's complicated, but it works.

By the time we're lvl 6, we should be past the "We need to find a safe place to rest" part of the game. By lvl 5, spell casters get access to a bunch of great powers, even without the extra books. Keth has Conjure Animal, and can conjure two Dire wolves, or 8 normal wolves, with a single 3rd level spell. Not to mention the fact that he can BECOME a Dire Wolf at lvl 2, and a Sabertooth Tiger at the current level. Two more levels and he can fly whenever he wants, though the Wizard has been able to do that since lvl 5.

Having a Leomund's Tiny Hut isn't going to solve every problem for us. Even if we use it in the middle of a battle, that just gives the bad guys the ability to surround us and wait out the spell. I had a party try that on me once. They woke up to a Dracolich looking down on them with an army of undead surrounding them.

And if we're running an adventure made for those who are lvl 6 or above, then it will be prepared for these spells and abilities. Nerfing them will only make the CR larger than it should be.
 

The IC thread should be in the playing the game forum. Ask a mod to move the thread.

And I'm not ready with Ana yet. There are still open questions about the feat she's taking.
 

Sorry for the delay. I went through several iterations before I got the feel right.
url=CoyoteCode Dice Roller

Name: Dumos
Tiefling Eldritch Knight 6
Str
16 (+3)
Dex 14 (+2)
Con 15 (+2)
Int 14 (+2)
Wis 13 (+1)
Cha 12 (+1)
Armor Class 13 (Leather)
Hit Points 50
Speed 30 feet
Initiative +2
Saving Throws
Str
+5, Dex +2, Con +4, Int +1, Wis +1, Cha +0

Skills Animal Handling +3, Athletics +5, History +3, Survival +3
Senses
Darkvision 60’, passive Perception 11
Tools Drum, Leather working
Languages Common, Infernal, Sylvan
Fire resistance

Actions
Hand Crossbow
+4 1d6 Piercing 30/120
War Pick +3 1d8 Piercing -
Unarmed Strike +4 1d4 Bludgeoning -

Bonus Actions
Second Wind 1d10+6
Action Surge (1/Short Rest)

Reactions
Opportunity Attack

Equipment:
Hand crossbow, Leather Armor, Explorers pack(a backpack, a bedroll, a mess kit, a tinderbox, 10 torches, 10 days of rations, and a waterskin), a large tusk, a set of traveler's clothes, and a belt pouch containing 510 gp

Encumbrance: 80lbs with coinage

Spells: Attack +3, saves=12
1/Long Rest
Darkness 15-foot radius sphere
Hellish Rebuke 2d10 fire damage
Thaumaturgy Special

Cantrips
Firebolt 2d10, 120’
Vicious Mockery 1d4 psychic damage and have disadvantage

1st Level
Burning Hands 3d6 fire
Cause Fear Wis save or be frightened
Magic Missile 1d4 + 1 force
Witch Bolt 1d12 lightning damage

Description
Hair
Black, short cropped Eyes Yellow Skin Tone Dusky red Height 6’3” Weight 250 lbs Age 22
Alignment Chaotic Good
Dumos is large for a Tiefling, over 6 feet tall and heavily muscled. he has a small amount of black hair on top of his head between his horns, thick sideburns and a chin-beard. His skin is a darkish red in color as is his leather armor, which he has inscribed with designs using his leather tools. He has a medium deep voice and tends to be sarcastic and does not get along well with others.

Personality
I don't run from evil. Evil runs from me.
Thinking is for other people. I prefer action.
Ideals: Greater Good. I kill monsters to make the world a safer place, and to exorcise my own demons.
Bonds: My torment drove away the person I love. I strive to win back the love I’ve lost.
Flaws: I speak without really thinking through my words, invariably insulting others.

Background Story: I don't know how I got here but the badlands is where I grew up. Shunned from nearly every civilized land, I learned the land that I lived in. When a small village was razed by a band of marauding monsters. I took it upon myself to hunt them down and take their heads back to the few surviving members, keeping a large tusk as a souvenir of that first bounty. The people had little but food to offer, but they did, and I took it.
The following years I spent moving from place to place, hunting bounties wherever I could find them and, eventually, I became known and tolerated. I've managed to gather some coin and a bit of reputation and it's time to see what else may lie in front of me.

* Tiefling *
Ability Score Increase.
Your Intelligence score increases by 1, and your Charisma score increases by 2.
Age. Tieflings mature at the same rate as humans but live a few years longer.
Alignment. Tieflings might not have an innate tendency toward evil, but many of them end up there. Evil or not, an independent nature inclines many tieflings toward a chaotic alignment.
Size. Tieflings are about the same size and build as humans. Your size is Medium.
Speed. Your base walking speed is 30 feet.
Darkvision. Thanks to your infernal heritage, 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.
Hellish Resistance. You have resistance to fire damage.
Infernal Legacy. You know the thaumaturgy cantrip. When you reach 3rd level, you can cast the hellish rebuke spell as a 2nd-level spell once with this trait and regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the darkness spell once with this trait and regain the ability to do so when you finish a long rest. Charisma is your spellcasting ability for these spells.
Languages. You can speak, read, and write Common and Infernal.

* FIGHTER *
Hit Dice:
1d10 per fighter level
Hit Points at 1st Level: 10 + your Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per fighter level after 1st

Proficiencies
Armor: All armor, shields
Weapons: Simple weapons, martial weapons
Tools: None
Saving Throws: Strength, Constitution
Skills: Choose two skills from Acrobatics, Animal Handling, Athletics, History, Insight, Intimidation, Perception, and Survival

Equipment
• (a) chain mail or (b) leather, longbow, and 20 arrows
• (a) a martial weapon and a shield or (b) two martial weapons
• (a) a light crossbow and 20 bolts or (b) two handaxes
• (a) a dungeoneer's pack or (b) an explorer's pack

Fighting Style
You adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again.
• Archery You gain a +2 bonus to attack rolls you make with ranged weapons.

Second Wind
You have a limited well of stamina that you can draw on to protect yourself from harm. On your turn, you can use a bonus action to regain hit points equal to 1d10 + your fighter level.
Once you use this feature, you must finish a short or long rest before you can use it again.

Action Surge
Starting at 2nd level, you can push yourself beyond your normal limits for a moment. On your turn, you can take one additional action on top of your regular action and a possible bonus action.
Once you use this feature, you must finish a short or long rest before you can use it again. Starting at 17th level, you can use it twice before a rest, but only once on the same turn.

Extra Attack
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Fighter: Eldritch Knight
Fighter Level Cantrips Known Spells Known 1st 2nd 3rd 4th
6th 2 4 3 - - -

Spellcasting
When you reach 3rd level, you augment your martial prowess with the ability to cast spells.

Cantrips
You learn two cantrips of your choice from the wizard spell list. You learn an additional wizard cantrip of your choice at 10th level.

Spell Slots
The Eldritch Knight Spellcasting table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.
For example, if you know the 1st-level spell Shield and have a 1st-level and a 2nd-level spell slot available, you can cast Shield using either slot.
You know three 1st-level wizard spells of your choice.
The Spells Known column of the Eldritch Knight Spellcasting table shows when you learn more wizard spells of 1st level or higher. Each of these spells must be an abjuration or evocation spell of your choice, and must be of a level for which you have spell slots. For instance, when you reach 7th level in this class, you can learn one new spell of 1st or 2nd level.
The spells you learn at 8th, 14th, and 20th level can come from any school of magic.
Whenever you gain a level in this class, you can replace one of the wizard spells you know with another spell of your choice from the wizard spell list. The new spell must be of a level for which you have spell slots, and it must be an abjuration or evocation spell, unless you're replacing the spell you gained at 3rd, 8th, 14th, or 20th level from any school of magic.

Spellcasting Ability
Intelligence is your spellcasting ability for your wizard spells, since you learn your spells through study and memorization. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a wizard spell you cast and when making an attack roll with one.
Spell save DC = 8 + your proficiency bonus + your Intelligence modifier
Spell attack modifier = your proficiency bonus + your Intelligence modifier

Weapon Bond
At 3rd level, you learn a ritual that creates a magical bond between yourself and one weapon. You perform the ritual over the course of 1 hour, which can be done during a short rest. The weapon must be within your reach throughout the ritual, at the conclusion of which you touch the weapon and forge the bond.
Once you have bonded a weapon to yourself, you can't be disarmed of that weapon unless you are incapacitated. If it is on the same plane of existence, you can summon that weapon as a bonus action on your turn, causing it to teleport instantly to your hand.
You can have up to two bonded weapons, but can summon only one at a time with your bonus action. If you attempt to bond with a third weapon, you must break the bond with one of the other two.

* OUTLANDER *
You grew up in the wilds, far from civilization and the comforts of town and technology. You've witnessed the migration of herds larger than forests, survived weather more extreme than any city-dweller could comprehend, and enjoyed the solitude of being the only thinking creature for miles in any direction. The wilds are in your blood, whether you were a nomad, an explorer, a recluse, a hunter-gatherer, or even a marauder. Even in places where you don't know the specific features of the terrain, you know the ways of the wild.

Skill Proficiencies Athletics, Survival
Tool Proficiencies One type of musical instrument
Languages One of your choice
Equipment A staff, a hunting trap, a trophy from an animal you killed, a set of traveler's clothes, and a belt pouch containing 10 gp
Feature: Origin - Bounty hunter
You've been to strange places and seen things that others cannot begin to fathom. Consider some of the distant lands you have visited, and how they impacted you. You can roll on the following table to determine your occupation during your time in the wild, or choose one that best fits your character.

Feature: Wanderer
You have an excellent memory for maps and geography, and you can always recall the general layout of terrain, settlements, and other features around you. In addition, you can find food and fresh water for yourself and up to five other people each day, provided that the land offers berries, small game, water, and so forth.

* Spell Details *
Special
Darkness
Casting Time: 1 action
Range: 60 feet
Components: V, M (bat fur and a drop of pitch or piece of coal)
Duration: Concentration, up to 10 minutes
Magical darkness spreads from a point you choose within range to fill a 15-foot radius sphere for the duration. The darkness spreads around corners. A creature with darkvision can’t see through this darkness, and nonmagical light can’t illuminate it.
If the point you choose is on an object you are holding or one that isn’t being worn or carried, the darkness emanates from the object and moves with it. Completely covering the source of the darkness with an opaque object, such as a bowl or a helm, blocks the darkness.
If any of this spell’s area overlaps with an area of light created by a spell of 2nd level or lower, the spell that created the light is dispelled.

Thaumaturgy
Casting Time: 1 action
Range: 30 feet
Components: V
Duration: Up to 1 minute
You manifest a minor wonder, a sign of supernatural power, within range. You create one of the following magical effects within range:
• Your voice booms up to three times as loud as normal for 1 minute.
• You cause flames to flicker, brighten, dim, or change color for 1 minute.
• You cause harmless tremors in the ground for 1 minute.
• You create an instantaneous sound that originates from a point of your choice within range, such as a rumble of thunder, the cry of a raven, or ominous whispers.
• You instantaneously cause an unlocked door or window to fly open or slam shut.
• You alter the appearance of your eyes for 1 minute.
If you cast this spell multiple times, you can have up to three of its 1-minute effects active at a time, and you can dismiss such an effect as an action.

Hellish Rebuke
Casting Time: 1 reaction, which you take when you are damaged by a creature within 60 feet of you that you can see
Range: 60 feet
Components:
Duration: Instantaneous
You point your finger, and the creature that damaged you is momentarily surrounded by hellish flames. The creature must make a Dexterity saving throw. It takes 2d10 fire damage on a failed save, or half as much damage on a successful one.

Cantrips:
- Firebolt
Casting Time: 1 action
Range: 120 feet
Components: V, S, Duration: Instantaneous
You hurl a mote of fire at a creature or object within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 fire damage. A flammable object hit by this spell ignites if it isn’t being worn or carried.
At Higher Levels. This spell’s damage increases by 1d10 when you reach 5th level (2d10)

Vicious Mockery
Casting time: 1 action
Range: 60 feet
Components: V
Duration: Instantaneous
You unleash a string of insults laced with subtle enchantments at a creature you can see within range. If the target can hear you (though it need not understand you), it must succeed on a Wisdom saving throw or take 1d4 psychic damage and have disadvantage on the next attack roll it makes before the end of its next turn.

1st-level
- Burning Hands
Casting Time: 1 action
Range: Self (15-foot cone)
Components: V, S
Duration: Instantaneous
As you hold your hands with thumbs touching and fingers spread, a thin sheet of flames shoots forth from your outstretched fingertips. Each creature in a 15-foot cone must make a Dexterity saving throw. A creature takes 3d6 fire damage on a failed save, or half as much damage on a successful one.
The fire ignites any flammable objects in the area that aren’t being worn or carried.

- Cause Fear
Casting Time: 1 action
Range: 60 feet
Components: V, S
Duration: Concentration, up to 1 minute
You awaken the sense of mortality in one creature you can see within range. A construct or an undead is immune to this effect. The target must succeed on a Wisdom saving throw or become frightened of you until the spell ends. The frightened target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success

- Magic Missile
Casting Time: 1 action
Range: 120 feet
Components: V, S
Duration: Instantaneous
You create three glowing darts of magical force. Each dart hits a creature of your choice that you can see within range. A dart deals 1d4 + 1 force damage to its target. The darts all strike simultaneously and you can direct them to hit one creature or several.

- Witch Bolt
Casting Time: 1 action
Range: 30 feet
Components: V, S, M (a twig from a tree that has been struck by lightning)
Duration: Concentration, up to 1 minute
A beam of crackling, blue energy lances out toward a creature within range, forming a sustained arc of lightning between you and the target. Make a ranged spell attack against that creature. On a hit, the target takes 1d12 lightning damage, and on each of your turns for the duration, you can use your action to deal 1d12 lightning damage to the target automatically. The spell ends if you use your action to do anything else. The spell also ends if the target is ever outside the spell’s range or if it has total cover from you.
 
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Oh, and regarding the rolls, how about this. My first roll was the equivalent of a 16 point buy, so that sucked pretty bad. My second rolls are equivalent to a point buy of 55. That's pretty intense when the standard is 27. Robyn Two-Penny, our cleric, has the equivalent of a 48 point buy, so not much worse than mine, and he managed to snag a natural 17. I'd be willing to drop my "Point Buy" down to 48, and just subtract 7 points worth from my stats. That would probably bring me to:

Str: 17 (15 + 2 Race)
Dex: 16
Con: 16 (15 + 1 Race)
Int: 12
Wis: 18 (16 + 2 ASI)
Cha: 9

I'd drop my Charisma down from 14 to 10, and drop a point of Intelligence. Then I'd drop another 3 points from Intelligence (going from 14 to 12) to snag a 16 in Dex, just for the extra point it gives. That is at least a LITTLE better than just saying I'm a demigod with a 16 in nearly every stat. (No seriously, my brother once asked "What happens if I roll an 18 on every stat right in front of you?" and my answer was "I'd declare you a demigod." Stats aren't everything, but they make the player feel nice.)
 

We have a lot of "Monster killed a whole village" motifs going on, I wonder if we can combine them a bit?

Also @mips42, you'e backstory is a lot like Keth's, with the whole "became a bounty hunter and is therefore known and tolerated" thing. Any chance they've worked together?
 



Leomund's Tiny Hut has been in the game since first edition. Why would it be an issue?

After carefully reading the spell in both 3E and 5E (the only ones I have access to), I’m a little bit more okay with it, especially as a ritual, but it is still potentially dangerous.

Why? Picture a group of 4 mages who all have the 5E version of this spell, we’ll call them Abra, Babra, Cabra, and Dabra. Abra casts Leomund’s Tiny Hut with a spell slot; an impenetrable forcefield surrounds all four mages for the next 8 hours. Abra then goes to sleep, Babra then begins casting the ritual version of LTH, which takes 10 minutes. He creates a new Tiny Hut in the exact same space, which still has 10 minutes of duration left when Abra wakes up from his long rest. Shortly before that, Cabra begins casting a ritual of LTH which will stay up when Babra’s Hut goes down. While Abra goes about preparing his spells, Babra’s and Cabra’s Huts are both up, and Dabra can get his Hut running as soon as Cabra’s goes down; meanwhile Babra takes a full rest. Once Dabra’s Hut goes down, Abra can put one up; by staggering their durations to have 6 hours apiece in the middle, with an hour on either side while the arrangements are made, giving plenty of time for casting rituals or doing preparation. The net result of all this – four mages who are completely indestructible, camped out right in the middle of the enemy’s main stronghold, and they get to burn all their daily spell slots on doing anything else they want, as long as they never drop that shield. Given such conditions, it wouldn’t be hard to break the game.

Obviously, that contrived situation is pretty easy to defeat – just ruling that two Tiny Huts can’t overlap each other gets rid of the problem, not to mention the limited options for creating a Doom Bomb or whatever inside that little bubble. But even if you can’t keep it up forever, being able to camp down for eight hours right in front of the Lich Lord’s throne, completely invincible (assuming the Lich forgot to prepare Dispel Magic or whatever that day), and waste 8 hours of the villain’s time with nothing he can do about it – it could get ridiculous. The 10-minute casting time is the biggest reason why I’m even willing to allow it...if we had a real Wizard who wanted it for one of his prepared spells, I’m honestly not sure how I would tackle that.

Interestingly, the 3E version doesn’t say anything whatsoever about the Hut preventing anyone from entering it, at least not explicitly. It’s opaque from the outside, and it keeps out the environment, but nothing is stated in these much more detailed rules about it actually acting as a physical barrier for anything more than wind and rain. Ultimately, what I hoped to find was a rule for treating the barrier as a breakable object, with high but not invincible Armor Class (and Hardness, in 3E at least). That way, it could be a way to protect yourself from casual attacks by wandering monsters, but prevent the more absurd applications, like camping on the Lich Lord’s throne while he’s out of the room, and then he comes back and has nowhere to sit for the next 8 hours. Sadly, this seems to be one of those many things grandfathered into the game from old editions, where wizards always win the game, to the point where nobody else even gets to play. (A good example of this sort of thing being the Pass Without Trace spell; no matter how high your Ranger’s tracking skill roll might be, the Wizard just gets to say “I get away scot-free and there’s nothing you can do about it”, and the only possible counter for it is another wizard, or maybe some other kind of spellcaster, who can do Locate Creature or something, assuming the first wizard didn’t also do Nondetection, etc. etc. etc.)

Also, the whole point of taking the ritual caster spell is to be the camp utility person. The whole point is to have something weird and unusual. Not the same old stupid half-orc barbarian. I would prefer to keep the spells. After 5 levels of adventuring, it should be easy to find these extremely common spells.

I guess it’ll be okay. Just remember the Two Rules of D&D. If I say you don’t get something, because I’m not comfortable with you having that thing, that is the final word. I’m only relenting on this because I put a lot of thought into the problem and concluded that it wasn’t insurmountable, but I won’t always have time to go that far into depth.

Also, so far we don't have any arcane spellcasters. Identify will be needed.

There are these things called NPCs. But I guess it’s fine. You can have the fine spells you named before; I will just have to strictly control which ones you have access to thereafter.
 

Huh? The boyfriend, step father, and siblings all died on the same day.

Right; I’m not sure how we got our wires crossed on that exchange. The stuff about a rival tribe was in reference to Keth, our half-orc. He was from the Bloodfist Tribe or whatever; the Bloodfists and let's-call-them-the Grimskulls used to be at war all the time, but after a dragon wiped out the Bloodfists except for Keth, the Grimskulls took over the Bloodfists’ territory, increased in numbers, and went marauding to an extent that they never had before, at which point one particular Grimskull warband came and destroyed Annaliese’s farm.

Since Annie is a bit more intellectual than your average Barbarian, I’m hoping that she has perhaps looked for more information, and learned that the Bloodfists (or whoever) were NOT the orcs who wiped her farm out, so when Keth introduces himself as a Bloodfist, she’ll be okay with him. (Whether she went on to identify and exterminate the Grimskull tribe is up to you; they don't actually matter unless I end up deciding to bring them in as part of the enemy forces, and I can do that even if you killed them easily enough heheh.)

Her life falling apart was them dying. If any of them were alive or possibly alive, she would never have left the area to go on adventures.

Okay, that was my main question. I’ll shelve the idea of bringing her relatives into the story until we’re up to Plane Shift levels and she might go visit them in Celestia or Elyisum or wherever. :)

Do you want me to change the orcs to something else? I'm not attached to the orcs. Any marauding humanoids killing her family is fine.

The main point is just making sure that you guys will party up okay. If you’re okay with a party-mate being a half-orc, then it doesn’t matter whether that’s because you had no prejudice against orcs, or because you were able to overcome the prejudice against orcs that you did have. The point is just to get the game rolling.

Are there any other questions about the already-approved Analiese? If not, the IC thread is already ready for her.
 

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