
DM Caleth |

Since there seems to be interest, I am going to run a Homebrew PbP in a Bronze Age setting.
Expect an extremeally well fleshed out, gritty world with significant sandbox elements in terms of the structure of the campaign. Due to the setting however, there will be some restrictions on class and race choices as detailed below.
Mountain Dwarves live in the forbidding mountains to the south and carry on limited trade with orc and human barbarians. They tend to be rangers, famed for their mammoth mounts. Their largest and most permanent camp of Erzuk is by far the largest settlement in the south, and is by tradition a meeting place for all the Clans as well as tribes of barbarians
The Cave Dwarves on the other hand live beneath much of the Known World in a network of caves which allows them to travel with great ease relative to on the surface. Despite this they do not care to capitalize on this and conduct long range trade, instead only allowing the Elves to use their caves for travel.
Elves: The Elves are a nearly extinct race, due to the expansion into their lands of the much more numerous humans in the last several centuries as well as endless war with the dragons, who are jealous of another race with such a talent for magic. There are, however, many unknown corners of this primitive world in which they hide from humans and dragons alike, slowly moving their race away from the brink of extinction.
Half-Elves: Half-Elves are reasonably common and the result of centuries of Human encroachment onto Elven lands. They are viewed as perpetual outsiders by all human tribes, yet that very same ostracism makes Half-Elves the most likely to have traveled beyond the lands of a single clan or tribe. The Elves tolerate Half-Elves for their all too rare Elven blood, however they see them as just as brutish and violent as their human ancestors and in Elven communities, Half-Elves are generally restricted to martial trades and training to capitalize on their perceived bloodthirsty nature.
Half-Orcs: Half-Orcs are extremely common among the southern barbarians and unknown elsewhere. Human and Orc live side by side in the south warring amongst themselves as often as with each other, united in their fight against the dragons who forced their ancestors into the harsh tundra in the first place. Humans see it valuable to add the strength and ferocity of the orcs to their tribes and Orcs likewise find the cunning and intelligence of Humans to be of value. Thus in both societies it is not uncommon for Half-Orcs to have a relatively high station as they are a combination of the best traits of both races of tenacious survivors.
Humans: Humans make up the vast majority of the population of the Known World and comprise several broad groups: The barbarians of the icy south defending their lands against the armies of the Wyrm Lords, the desert nomads of the east who are said to hold the legacy of the first men to walk the world, the men of the western plains who live under the direct tyranny of the Wyrm Lords and the men of the forbidding and mysterious islands to the north.
In the south, tribes of barbarians wander the frozen wastelands, forced there to escape the dragons. They are more primitive than other Human cultures, having only the metal tools and weapons which they purchase from the Dwarves, bartering food and mercenary service. The southern tribes are united in their legends of the lush home of their ancestors from which they were forced and in their desire to return there. This dream may be realized with the arrival of their god Ramlor in the last generation. If the barbarians truly rally behind his power, they will certainly be able to lay low mighty empires.
To the East stretch endless deserts in which lie monumental and ancient ruins, forgotten by all except the nomads who make their homes among them. They say that these are the cities of the first men to walk the world, abandoned when those men fought over whether to serve the dragons or to fight them. The nomads say that they are descended from those who chose not to serve, and claim to hold a prophesy speaking of humans summoning powers which can face the might of the dragons. In the last several generations these prophesies seem to be coming true with the arrival of the god Marduk.
To the north, across a small sea lies a continent made up of closely spaced, jungle covered islands. In these jungles live the third main group of humans. Except for those from the southernmost of these islands which are subject to the occasional raid by the Wyrm Lords, the tribes of the jungle do not concern themselves with the outside world for all but the most dire of reasons. On one of these islands is a mythical city or citadel where a group of celestial humanoids guard something which they feel must be hidden from the eyes of mortals. The men of the jungle sometimes worship these beings, however the angels of the citadel seem indifferent to this worship yet grant humans divine magic anyway for their own inscrutable ends.
In the majority of the known world, Humans live in small, isolated villages under the ever present gaze of the Wyrm Lords. The men of the plains live in small, isolated villages and farm for the most part. They rarely travel farther than the next village and are in many ways the most backwards of the groups of Humans, as they are the most controlled by the dragons. This association, however, has given rise to the dragonborn, a mysterious group who say that they are the children of dragons and can harness their power. The previously vain prayers of the villagers of the plains have recently been answered by a mysterious and nameless voice which whispers in the back of the minds of a chosen few and promises them power beyond their wildest dreams. Accordingly, in the last two generations, sorcerers have begun to be born among Humans.
Halflings: Halflings are somewhat rare and live alongside Humans, especially in the plains and jungle with relatively few in the south.
Bard: In a world without writing, those who sing and tell stories are especially valuable to society. Bards exist in all cultures as storytells and keepers of wisdom. Especially appropriate archetypes for the setting include the Animal Speaker, Dirge Bard, and Savage Skald. The Archivist, Geisha, Celebrity, Court Bard and Detective do not exist.
Rogue: Rogues exist in all cultures, especially among the humans of the plains and desert. Note that some or the more urban themed archetypes are unlikely to fit the setting.
Fighter: Fighters are ubiquitous throughout the world. It is recommended that fighters use some of the material from the 3.5 Tome of Battle, as martial enemies probably will be just to make things interesting.
Monk: There are no monks in the Known World, however there are rumors of strange disciplines being developed in the reaches of the eastern deserts under the influence of Marduk.
Druid: Among the Elves, Druids are held in high esteem and serve as the most revered elders of elven society who led the Elves away from bloodshed and almost certain extinction and into their remote havens. Among Humans, Druids generally live apart from what little civilization there is, however some lead particularly remote tribes.
Summoner: With no interplanar travel developed, creatures not of the world are misunderstood, as are those who have power over them. Summoners are very rare but relatively evenly distributed across the world. They are persecuted by the dragons for having their own source of power in eidolons which the dragons cannot hope to control.
Cleric: Until very recently, the only deity in the Known World was the Dragon God, however in recent centuries, other gods have appeared or arrived from some distant plane among humans. Among the Dwarves, Clerics revere the ancestors as listed below and among Orcs there are tribal shamans who have the powers of Clerics. Elves are far more likely to become Druids than Clerics, but Elven Clerics generally pick elemental or otherwise nature related domains. It is unlikely that a member of any layer race would worship the Dragon God. See below for information about deities.
Sorcerer: Sorcerers are rare, as the dragons jealously guard magical talent. Among the Elves they are common, which is the cause of the war between dragons and Elves. Elven Sorcerers tend to have the Verdant or Elemental Bloodlines. Among Humans, the dragonborn truly bear the blood of dragons and thus they can be Draconic Sorcerers of great power. Recently, however, sorcerers of all bloodlines have been born among the humans of the plains. Thus a Human sorcerer would likely be from there, although there are tales of ferocious berserker magic users from the north born from the union of Orc and Human blood.
Magus: Although there is no writing and thus no history of studying magic in the Known World there is a tradition among those of draconic blood to combine magic and combat. To most this training is associated with the Dragonknights, dreaded enforcers of the Wyrm Lords. However among the dragonborn these powers are held in high regard in preparation for the inevitable battle against the dragons.
Witch: Mysticism abounds among all people of the Known World and is in fact most of the magic which a person will ever even hear about. Witches serve the minor magical needs of villages and tribes. In the north they are relatively uncommon in favor of cleric-shamans. The Witch Doctors of the northern islands are infamous for their poorly reported powers.
Wizard: There are no known wizards, as writing has not been invented yet among humans and elves. If wizards exist among the dwarves, they stay isolated and are not known to the rest of the world.
Psionics: There are perhaps only a few dozen people who can even tell psionics from magic. While psionics are not native to the Known World, there are strange things which have been spoken of in the east in recent years.
The Human gods are a new force in the world having only emerged between a century and a generation ago. There are three human gods so far in the Known World.
Marduk:Marduk appeared to the nomads of the east about a century ago and began raising a great city to teach Humans the arts or civilization. He is a deity of magic and culture. Alignment:N Favored Weapon: Quarterstaff. Domains: Magic, Nobility, Knowledge, Artifice.
RamlorRamlor is the barbarian war god of the south. He appeared about 50 years ago and appears to be uniting tribes under his banner for some unknown war. Alignment:CN Favored Weapon:Battle-Axe Domains:Strength, War, Travel, Luck, Chaos.
The Nameless OneThe Nameless One is the force responsible for the growth in the number of sorcerers among the people of the plains. He has not revealed himself beyond being a voice whispering in the heads of his followers. Alignment:NE Favored Weapon:Dagger Domains:Magic, Knowledge, Void, Madness, Luck
Although they have no gods, the Dwarves and Orcs both have clerics/shamans who worship ancestors and nature spirits respectively.
Dwarven AncestorsTo the dwarves, their ancestors are due the most reverence for having created the place in the world which the dwarves of the present occupy. Accordingly the priests of the ancestor cults are powerful in Dwarven society. Alignent:LN Favored Weapon:Warhammer Domains:Rune, Protection, Community, Repose, Healing
Orc SpiritsThe shamans among the orcs worship spirits in nature, and passed that belief on to the humans of the south. Now with the arrival of Ramlor, even Orcs are forsaking the old ways to follow him. Alignment:N Favored Weapon:Spear Domains:Healing, War, Destruction, Weather, Ice.
I am still deciding whether the Angels of the north will be worshiped separately or together.
Character Guidelines:
- Characters begin at first level.
- Stats are 4d6 drop lowest. If you wind up with the equivilent of less than a 25 point buy you can take your rolled stats and add points according to standard point buy to bring yourself up to at least 25.
- Pathfinder Core or any setting appropriate Paizo material is allowed in addition to the 3.5 Complete Series, Magic Item and Spell Compendia, Frostburn and Sandstorm and Tome of Battle as long at it is setting appropriate. If you want to use material from beyond this I am extremeally lenient about that sort of thing, so ask and I will probably let you.
- Each character gets two traits, one standard Pathfinder and one which you and I will develop based on your backstory.
- You start with no equipment. Don't Panic, I will give you equipment quickly into the game, so tell em if there is anything that your character particularly needs.
- There is no common language in the Known World since there has not been a chance for any human culture to spread itself across the entire world. Thus each character begins play knowing their native language and the appropriate bonus languages for their intelligence.
- I have not decided what to do with knowledge skills. Expect higher DC's across the board for knowledge checks. Knowledge(Planes) likely does not exist. Some more changes to skills upcoming once I think them through.
If you get through that wall of text and want to play, I'm exited to have you. Two spots are probably already reserved but I am not averse to running two groups if there are enough people. Post characters w/ backstory in the next few days and then we will start hopefully within the week.

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4d6 ⇒ (3, 4, 6, 5) = 18 15
4d6 ⇒ (5, 3, 4, 5) = 17 14
4d6 ⇒ (6, 4, 1, 3) = 14 13
4d6 ⇒ (4, 3, 3, 3) = 13 10
4d6 ⇒ (2, 2, 2, 3) = 9 7
4d6 ⇒ (6, 3, 6, 1) = 16 15
This is expecting that you wouldn't allow a straight 25 point buy. If you would, please tell me. If not, it's all good.
Quodak Milner, Soulbolt 1 is on the way.

thejeff |
This sounds interesting. I'll have to fiddle around with character ideas and see if I can come up with something that fits.
Where in this world do you plan to start out, or is that dependent on what characters get picked?
And just to spark some more inspiration for me:
4d6 ⇒ (6, 5, 3, 6) = 20 => 17
4d6 ⇒ (2, 1, 1, 4) = 8 => 7
4d6 ⇒ (3, 4, 1, 5) = 13 => 12
4d6 ⇒ (2, 2, 6, 6) = 16 => 14
4d6 ⇒ (4, 5, 1, 6) = 16 => 15
4d6 ⇒ (1, 6, 2, 4) = 13 => 12

Vethcyr |

Rolling for ability scores:
4d6 ⇒ (1, 6, 2, 2) = 11 = 10 (0)
4d6 ⇒ (3, 5, 4, 4) = 16 = 13 (3)
4d6 ⇒ (2, 4, 4, 3) = 13 = 11 (1)
4d6 ⇒ (2, 5, 2, 2) = 11 = 9 (-1)
4d6 ⇒ (2, 3, 6, 4) = 15 = 13 (3)
4d6 ⇒ (2, 3, 2, 6) = 13 = 11 (1)
This spread would equal 7-point buy. Once I figure out a character, I'll bring scores up to par as needed.

Gregor |

I like the concept, and am interested in playing.
Dice Rolls:
4d6 ⇒ (6, 3, 2, 1) = 12 11 (1)
4d6 ⇒ (2, 2, 3, 6) = 13 11 (1)
4d6 ⇒ (4, 4, 5, 1) = 14 13 (3)
4d6 ⇒ (2, 4, 4, 1) = 11 10 (0)
4d6 ⇒ (1, 2, 2, 4) = 9 8 (-2)
4d6 ⇒ (1, 4, 4, 4) = 13 12 (2)
So a 5 pt buy...I'll add to that and make a human Bard from the jungles of the north if that works for you?

Tiny Coffee Golem |

4d6 ⇒ (5, 3, 6, 3) = 17 = 14 (+5)
4d6 ⇒ (4, 4, 4, 5) = 17 = 13 (+3)
4d6 ⇒ (3, 1, 1, 1) = 6 = 5 (Something like -6, but that's extrapolating. the chart doesnt go that low)
4d6 ⇒ (6, 2, 5, 2) = 15 = 13 (+3)
4d6 ⇒ (4, 6, 1, 5) = 16 = 15 (+7)
4d6 ⇒ (1, 4, 2, 4) = 11 = 10 (0)
So that works out to roughly a 12 pt buy. lol. Want me to reroll the 5 or just add points?
I have an idea for a Half orc barbarian/Dragon sorcerer/dragon disciple. He'll be primarily a melee character with some backup spellcasting. Sound interesting?

Tiny Coffee Golem |

Tiny Coffee Golem, remember that dragons are going to be the main foes of the story. That said, depending on how overtly draconic you were it could lead to some very interesting places with the character.
Not much at first, but increasingly so as he gets levels in Dragon disciple. Will the Dragon disciple be interesting or problematic? I have plenty of other ideas if it's a problem. Given that he's half orc I was leaning toward red dragon.
My secondary idea is a halfling abberant sorcerer who specializes in touch spells nammed Cousin Schmitty.

Tiny Coffee Golem |

The Dragon Disciple will be definatley be interesting. The dragonborn are the humans with draconinc blood who fight against the dragons, I will come up with more information about them, and if you want something particular in your backstory I can add it into the background if you want.
Dragon born is a race or a group? I was going to start Barbarian and have the sorcerer thing manifest at another time. I was going to do red dragon (and maybe the abyssal bloodline stuff via feats) to show his evil heritage, but he fights for good (presumably anyway depending on the nature of the campaign).

Tiny Coffee Golem |

If you're going to be as lenient as you appear to about source material there is a book or two about dragons in 3.5 material. Draconic feats in the Complete Arcane and I believe there is a book called "races of the dragon" or something similar that has interesting material. I'd like to incorporate that if it's campaign appropriate. As a matter of fact I may skip the barbarian part and go straight Sorcerer (draconic).

DM Caleth |

The dragonborn I am referring to are a group of humans, not the race. Also go right ahead and use draconic feats. The only thing that I'm not going to allow from the Races of the Dragon/Dragon Magic etc. are the Wings of spells because they are crazy cheese.
PS-If you decide you want to play a member of the dragonborn with your sorcerer, I'd let you have a campaign trait which gives you the dragonblood type so you can qualify for draconic feats from the start.

Ævux |

Ah no rangers I see.
Thats okay i guess. Just had a slight urge suddenly to play my half-orc guide the moment I read half-orc in the races. No gnomes is good gnomes.
1d20d4d6 ⇒ (5, 5, 4, 1, 5, 3, 2, 4, 1, 1, 3, 2, 4, 5, 5, 3, 6, 5, 3, 1, 5, 4, 2, 5, 6, 2, 6, 1, 6, 5, 6, 4, 6, 3, 1, 4, 5, 3, 4, 1, 6, 4) = 157
4d6 ⇒ (1, 3, 1, 3) = 8
4d6 ⇒ (5, 6, 2, 4) = 17
4d6 ⇒ (3, 5, 1, 6) = 15
4d6 ⇒ (2, 2, 1, 6) = 11
4d6 ⇒ (1, 3, 5, 2) = 11

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STR 15
DEX 18
CON 14
INT 10
WIS 13
CHA 10
AC: 14 10 + 4[dex]
HP:13
SAVES:
FORT:+3
Reflex:+6
Will:+3
Mind Bolt Current form: Short range
+6 attack 1d10+2 damage
Deadly Aim:+5 1d10+4
Feats:
Point Blank Shot
Wild Talent
Deadly Aim
Precise Shot
Skills:
Autohypnosis: +5 +1 rank +3 class +1 wis
Stealth: +8 +1 rank +3 class +4 Dex
Acrobatics: +8 +1 rank +3 class +4 dex
Perception: +5 +1 rank +3 class +1 wis
Traits:
Resilient: +1 fort saves
Campaign trait TBD
Subject to change due to whim of the GM
Quodak started his life learning to hunt in the Northern Jungles, although he never showed any prowess in using a bow, or any hunting weapons for that matter. What he was good at, though, was maneuvering. He was able to jump significantly higher than the majority of other tribesmen, and could run circles around them without allowing them to get a hit in. He was also one of the sneakiest, and if he were any good with weapons, he could have been the greatest hunter in the tribe. At about the age of 19, however, things started to change. He began to
visualize a sort of arrow, forming around, and then releasing from, his hand. At first, he disregarded these visualizations as pure imagination, but they began to take greater precedence in his mind. One day, while relaxing at a spring deep in the jungle, he decided to try and will one of these "spirit bolts" into being. When tiny waves of energy resembling heat-haze, he was surprised, and accidentally released the energy. By chance, the bolt struck a bird that was, unfortunately for it, flying by at the time. He tried to keep it hidden, but on his way home one day from his practicing spot, he came across a hunting party from his tribe, being beset by a large cat[exact type unimportant]. Reflexively, he took one shot, and then another, dead in the face. It was killed outright. When the remaining members of the party realized that he had no weapon, they weer fearful of what his never before seen power could bring to his people. In order to stave off bad spirits, he was immediately excommunicated, and has since wandered around, doing surprisingly well for a human with no equipment.
Edit: Background Complete. Now all I need is a campaign trait.

Tiny Coffee Golem |

The dragonborn I am referring to are a group of humans, not the race. Also go right ahead and use draconic feats. The only thing that I'm not going to allow from the Races of the Dragon/Dragon Magic etc. are the Wings of spells because they are crazy cheese.
PS-If you decide you want to play a member of the dragonborn with your sorcerer, I'd let you have a campaign trait which gives you the dragonblood type so you can qualify for draconic feats from the start.
SOLD!! ;-) I'll start building it.
SIlver dragon Heritage cool with you?

Ævux |

Hmm.. Trying to think here.
First off, in what ways could I gain some natural attacks as a fighter? Was thinking of doing the savage fighter, but I need some weapons for his savagery.
Or I could flip around the other way, and while it is bronze age era, I could make an Open hand fighter who would eventually progress to duelist. No rapier since they probably wouldn't exist, probably something of a long sword. Understandably, in a world where big swords are better (in peoples eyes) I kinda expect this person to be sort of like the 13th warrior. Being called a girl and told he is riding a dog.
If I can't get natural weapons and fancy pants isn't going to work for the setting, then I've got my two-weapon fighter. (Though he would probably take mobility archetype)

Xzarf |

Summoner is what I am headed for. I am guessing probably human. (though I did want to play a gnome)
.
.
.
4d6 ⇒ (5, 4, 3, 4) = 16 -> 13 (3)
4d6 ⇒ (4, 6, 1, 4) = 15 -> 14 (5)
4d6 ⇒ (2, 2, 3, 6) = 13 -> 11 (1)
4d6 ⇒ (5, 4, 4, 2) = 15 -> 13 (3)
4d6 ⇒ (3, 5, 5, 5) = 18 -> 15 (7)
4d6 ⇒ (3, 6, 1, 5) = 15 -> 14 (5)
---
Total 24
Adding 1 point to bring it up to 25, the only one that can be bumped is the 11 -> 12.
Link to Character Sheet -> Timmon Wesgar
Haven't chosen languages and unsure about backstory without a bit more about the realm itself. Based on PF world, just Bronze Age?

Vethcyr |

The dragonborn I am referring to are a group of humans, not the race. Also go right ahead and use draconic feats. The only thing that I'm not going to allow from the Races of the Dragon/Dragon Magic etc. are the Wings of spells because they are crazy cheese.
PS-If you decide you want to play a member of the dragonborn with your sorcerer, I'd let you have a campaign trait which gives you the dragonblood type so you can qualify for draconic feats from the start.
So what you're saying is that plan: Venerable Dragonwrought Kobold is a go?
Basically, I'm thinking of going either beguiler (PHB2), bard, cleric (likely cloistered), or warlock (CAr) with this character, and flavoring it as some sort of conflicted agent for the dragons or their society. I also have a few other backup concepts if this doesn't work.

Tiny Coffee Golem |

Tiny Coffee Golem, remember that dragons are going to be the main foes of the story. That said, I think it is a great concept though and depending on how overtly draconic you were it could lead to some very interesting places with the character.
Change of plans. he is overtly draconic. I'm using human as a base and going pure draconic (silver) sorcerer. For my two first level feats (DM approval of course) I'd like Draconic Senses (Dragon Magic) and Dragon WIngs (Races of the dragon). Draconic wings is not flight at first level, its a bonus to jump and the ability to glide. So he looks VERY draconic. WIll that help or harm plot?
Edit: Going to go sorcerer 1, then barbarian 4, then dragon disciple. I'm going to go against my natural inclination to be a primary caster. This character will be a Melee'er. His powers and appearance developed in puberty and he was cast out from his tribe.

Caepio Alazario |

Here are some rolls for that soothsayer I mentioned before:
4d6 ⇒ (3, 2, 6, 1) = 12
4d6 ⇒ (5, 1, 6, 2) = 14
4d6 ⇒ (6, 1, 4, 1) = 12
4d6 ⇒ (3, 3, 3, 2) = 11
4d6 ⇒ (5, 5, 6, 2) = 18
4d6 ⇒ (3, 6, 4, 5) = 18
Instead of being tied to these strange new gods, (s)he would answer to a more primordial power (we could discuss the exact nature, but I figure (s)he wouldn't care much for these "upstarts" in the heavens). As a reflection of what years of said devotion might cause, I am interested in using the tiefling race to represent this gradual change to one who was originally human. Because the darkness spell can just be a pain, I was hoping to employ an alternate power - possibly something like the elven Dreamspeaker racial ability or another mystically divinatory tie-in.

Jeff MacDonald |
I'm thinking a Half-elven Witch. Outcast from both races, among the humans he's ostracized for his blood, among elves he's too weak to fit their human stereotypes and not elven enough to be accepted for his own talents. He wandered in his youth, even into the elven lands, seeking a place he could fit in. Not finding one, he settled near a small village in the Wyrm Lands and traded his skills for tolerance, if not acceptance.
He would oppose the Wyrm Lords, but has seen no hope in the struggle and resigned himself to little more than survival.
If you don't object I'd like to make him middle-aged. The mechanical bonuses won't hurt, but mostly it fits the way I conceive the character.
I'd expect, in this setting, most half-elves are not direct human-elf crosses, but children of other half-elves? Doesn't matter mechanically, but it seems to make more sense.
Since he'll probably need a kick to get him out of his rut and off adventuring, he can either be driven out by superstitious humans after a string of bad luck/weather/harvests as is the usual fate of witches or the village can be burned out by the dragons for some imagined sin. Whichever works better for you.
I'll try to get stats and a profile up tomorrow.

DM Caleth |

Some Answers:
Ævux, the duelist works fine. You are correct that rapiers do not exist, but short swords are the most common type of sword so you would be fine in that regard if you still want to go that route. Also there are totally rangers, I'm not sure why I left them out.
Edgar Lamoureux, that backstory works great. Keep in mind that the only organized tradition of psionics is to the east, but they could indeed crop up anywhere.
Xzarf, It is not Golarion, it is just a world which is in it's own Bronze Age. What in particular did you want to know before you write your backstory? I am leery of giving out too much information about the setting to start because information is not widely available in general in the setting, and I want there to be an air of mystery as you hear legends and stories about various things before you might encounter them for yourself
Vethcyr, nice try, the only venerable dragonwraught kobolds around here are probably going to be trying to kill you all.
Golem, looking very draconic is perfectly fine. It will make some very interesting role-playing.
Caepio, are you wanting to play a cleric? Also go ahead with the tiefling, I like that idea of power gradually changing you. What were you thinking for the power which you worship?
Jeff, Middle ages is ok, just remember that life expectancy is quite a bit shorter than in a more developed world.
I will post a list of languages soon, also I should probably have told you that the reason you have no equipment is because you start out as prisoners in a draconic slave caravan.

Mark Sweetman |

Ok, I'm putting forward a Human Psychic Warrior from the Eastern tribes of man.
A desert warrior used to light armor and fighting with sword and shield. His tribe roamed the desert nomadically ekeing out a living wherever possible.
His psionic components aren't overt - but represent a honed and practiced mind. While focused he seems to be able to anticipate actions and can react to them.
Caleth - I'm assuming the Eastern nomads are pretty close to bedoiun in outlook / lifestyle. Let me know if that is incorrect.
Str: 14, Dex: 14, Con: 14, Int: 13, Wis: 16, Cha: 10
Will ponder a bit more on the background and detailed crunch.

DM Caleth |

Is there lycanthropy?
Reason I ask is if I was going to do the guide. Trying to explain his beastly appearance and his claws and the like.
There is but if you were thinking of playing one there is an ECL of +1. I would be open to working it in later though.
You can think of the tribes in the desert as being bedouin. The place and NPC names relating to them are a mix of Sumerian/Akkadian/Babylonian and Egyptian so far (ie Marduk), and the ruins have an Ancient Egyptian flavor.

Caepio Alazario |

The soothsayer is designed as a witch, actually. Instead of worshiping a particular deity, I am thinking he'd be an agnostic pragmatist; the comparably "new" gods detract from the power rightfully held by the old traditions - particularly those of the Southern people. The enlightenment spread by these infant religions threatens to undermine the more esoteric beliefs - some mix of druidism and witchcraft - he and his rare collegues espouse. The world is changing, but he is intent on these true manifestations of mysticism being the guiding force into a hypothetical new age.
As this requires a more proactive approach than he's used to, he would fancy himself a trainer and adviser to this era's heroes. Instead of being the central protagonist, he would endeavor to play the supporting but influential roles of the smith who forges the only weapon that can harm the rampaging beast, the seer whose truths reveal the creature's one weakness, and magician whose magics divine the hidden path to its lair.
I am typing up some backstory to submit a bit later.

Ævux |

Nah, not actually playing a werewolf. Playing a half-orc with wolfish like traits (via Bestial racial ability, and Toothy racial trait)..
Or possibly to use as explanation for taking the aspect of the beast feat for a savage fighter.
Right now bouncing ideas around in my head and throwing some of them up on the wall to see what sticks.
On further review, it seems you don't need to use the fighting styles favored weapons to use them. They just make it easier.

Orion Snow |

This is Tiny Coffee Golem.
Meet my character, Orion Snow. Follow link to profile and tell me what you think. The profile is a bit crude still and I need to pick spells, but essentially there he is.
Edit: Forgot to add the racial +2 to stats. I added it to strength. Admittedly this character concept will make more sense at level 2 when I incorporate barbarian.

DM Caleth |

Here is a list of languages. I have made up names for many of them to give a sense of what they sound like. I may have gone overboard but I'm interested to see the aspect of language become important.
Human Languages:
Sharrim-Spoken by tribes in the East
Eresh-Language of Marduk and his followers
Djet-Ancient language from the East
Xaidan-Spoken widely in the North
Karu-Spoken along the far western coast of the world
Neshil-
Camthi-Spoken by the humans in the plains
Brywn-Spoken by most southern tribes, especially the followers of Ramlor
Orcish is spoken my many humans in the south as a native language
Mountain Dwarven
Cave Dwarven
Elven, Draconic and other racial languages remain unchanged.
The elemental languages are likely to only be known by those who summon creatures from those planes.

DM Caleth |

Cavaliers and Paladins are a little anachronistic for the setting as they rely on a level of law and civilization which does not exist yet. Depending on where you guys wind up in a few levels I could see allowing multiclassing into those classes but they haven't really been 'invented' yet as I see it.
Inquisitors are probably fine if you have a concept.
Oracles are an oversight on the level of rangers.
It looks like there are enough people interested that the best thing to do would be to run two groups. I was thinking that one plot could focus on the dragonborn and fighting the dragons and one would focus on the appearance of the new gods among humans. So think about dividing yourselves up into two (hopefully even) parties with that in mind.

Mark Sweetman |

For language I'd take Sharrim for the everyday word - then Djet as the verbal history language. Djet is only used for ceremony and recitation of the tribe's verbal history.
I'm assuming that the Eastern tribals predominately still use wooden based weaponry in this age, due to metal scarcity. My character liked wandering the ancient ruins and found a bronze sword and shield and used them to practice. He is interested in the ruins and enchanted by the pictography shown on the walls of the ruined cities.

DM Caleth |

For language I'd take Sharrim for the everyday word - then Djet as the verbal history language. Djet is only used for ceremony and recitation of the tribe's verbal history.
I'm assuming that the Eastern tribals predominately still use wooden based weaponry in this age, due to metal scarcity. My character liked wandering the ancient ruins and found a bronze sword and shield and used them to practice. He is interested in the ruins and enchanted by the pictography shown on the walls of the ruined cities.
However this city is known basically only to the inhabitants of the desert and kept secret (fairly well) for a century. In the rest of the world it is only legendary.

Mark Sweetman |

Only changes are thematic really, but if I'm out in the desert I would get to roleplay things like the wonderment at a living / breathing city, introduction to Marduk and his teachings, etc.

DM Caleth |


Ævux |

Okay here is the two I'm debating between.
If I can take aspect of the beast without being a 4th level druid or second level ranger.. Trznik Sharqurk a half-orc fighter. Though very beast like and savage, he is of the worst kind of enemy to face.
Basically savage fighter with some of the Tiger Claw manuvers.
Or Estil Trivanise My short sword duelist. Uses more skill tricks and clever fighting. A civilized individual for an uncivil world.
Often is called various names due to wielding a small weapon and wearing funny cloths (He designs his cloths himself).
I'm thinking about having that arm armor that Spartacus sometimes wore in Spartacus.. but I can't figure out what its called. Not that I'm really worrying about equipment. Just a little something to put into mind.

Gregor |

I'll be playing Tama Eloni
This tall well tattooed storyteller left his village on the northern fringes of the the northern archipelago because of an interest in finding out what was over the next horizon Its now many horizons later and he wanders the great southern continent looking for stories to add to his ever-growing collection.
He'd prefer to charm his way out of trouble but has found that a smile backed by a ready blade or a well drawn bow is better than charm alone...
I'd be happy to play in either party.
I'll fix languages when I get a better idea of where my character is playing
TAMA ELONI CR 1/2
Male Human Bard 1
CG Medium Humanoid (Human)
Init +3; Senses Perception +4
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DEFENSE
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AC 13, touch 13, flat-footed 10 (+3 Dex)
hp 9 (1d8)
Fort +0, Ref +5, Will +2
--------------------
OFFENSE
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Spd 30 ft.
Special Attacks Bardic Performance (standard action) (7 rounds/day, Bardic Performance: Countersong, Bardic Performance: Distraction, Bardic Performance: Fascinate (DC 13), Bardic Performance: Inspire Courage +1
Bard Spells Known (CL 1, +2 melee touch, +3 ranged touch):
1 (2/day) Cure Light Wounds (DC 14), Grease (DC 14)
0 (at will) Dancing Lights, Read Magic, Ghost Sound (DC 13), Detect Magic
--------------------
STATISTICS
--------------------
Str 14, Dex 16, Con 12, Int 12, Wis 11, Cha 16
Base Atk +0; CMB +2; CMD 15
Feats Bard Weapon Proficiencies, Point Blank Shot, Rapid Shot
Skills Acrobatics +7, Knowledge: Arcana +6, Knowledge: Geography +6, Knowledge: Nature +6, Perception +4, Perform: Oratory +7, Spellcraft +5, Stealth +7, Use Magic Device +7
Languages Common, Elven
SQ Bardic Knowledge +1 (Ex)
--------------------
TRACKED RESOURCES
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Bardic Performance (standard action) (7 rounds/day) - 0/7
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SPECIAL ABILITIES
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Bardic Knowledge +1 (Ex) Add + 1 to all knowledge skill checks.
Bardic Performance (standard action) (7 rounds/day) Your performances can create magical effects.
Bardic Performance: Countersong (Su) Counter magical effects that depend on sound.
Bardic Performance: Distraction (Su) Counter magical effects that depend on sight.
Bardic Performance: Fascinate (DC 13) (Su) One or more creatures becomes fascinated with you.
Bardic Performance: Inspire Courage +1 (Su) Morale bonus on some saving throws, attack and damage rolls.
Point Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Rapid Shot You get an extra attack with ranged weapons. Each attack is at -2.

Gregor |

Okay here is the two I'm debating between.
If I can take aspect of the beast without being a 4th level druid or second level ranger.. Trznik Sharqurk a half-orc fighter. Though very beast like and savage, he is of the worst kind of enemy to face.
Basically savage fighter with some of the Tiger Claw manuvers.
Or Estil Trivanise My short sword duelist. Uses more skill tricks and clever fighting. A civilized individual for an uncivil world.
Often is called various names due to wielding a small weapon and wearing funny cloths (He designs his cloths himself).
I'm thinking about having that arm armor that Spartacus sometimes wore in Spartacus.. but I can't figure out what its called. Not that I'm really worrying about equipment. Just a little something to put into mind.
manica According to Wikipedia.

Shane Gifford |

Alright, I know I'm a bit late coming into this, but I'd like to throw my hat in.
The idea is a Dwarf Rogue, Scout archetype. He's going to be very similar to a ranger, but be the rogue class. He'd be a mountain dwarf, but he'd be the one that's crazy enough to venture out of the mountains for the dragon gold. He loves gold like Cayden Cailean loves beer, and so will risk life and limb to try and obtain it. I can get you a statted out character soon. And I'd join either party, but the one that involves dragons would likely be better.

Byarsh Gyvualinn |

(This is Caepio).
The character profile has everything you need. I suspect we can hammer out details on adapting the occasional 3.5 details for witch spell list purposes at a later time; there's no rush.
Let me know if the quasi-agelessness of the character is a concern. His stats are not modified by any age category adjustments. A similar heads-up in regards to speaking Auran - I figure the ice raven taught him.
As one might assume from the character's concept, he would fit in the Gods Among Men campaign much better than the Dragon Wars.

Shane Gifford |

Rolling for stats:
4d6 ⇒ (1, 4, 2, 1) = 8 - 7
4d6 ⇒ (1, 5, 1, 3) = 10 - 9
4d6 ⇒ (1, 1, 4, 5) = 11 - 10
4d6 ⇒ (5, 5, 5, 6) = 21 - 16
4d6 ⇒ (6, 3, 2, 3) = 14 - 12
4d6 ⇒ (2, 1, 4, 5) = 12 - 11
Yeah... 8-point buy... thinking I'm gonna do a 25-point buy instead...
Point buy stats after racial will be:
Str 14
Dex 17
Con 17
Int 11
Wis 9
Cha 11