
Arazni |

I've decided to open enrollment for this 'campaign', but before you come up with character ideas, there's another more important question in the Discussion thread of this campaign. Namely, the general feel and geography of the campaign to take place. Once that's determined, I'll post character creation guidelines.
This is a Pathfinder game, but it takes place in my own homebrew campaign. (which I call Kingdoms of the Seven Continents, strangely enough.) Most of the core races are the same, but there are some new ones and some of the races that you're familiar with from Pathfinder are altered somewhat.
Determining the Continent of our campaign will be the first priority, though, and the differences between those is described on the Discussion page.
Thank you for your interest.
Another thing, if you plan on submitting a character (once we determine the continent we'll be playing on), I would appreciate reading some of your other PBP threads, if they're available. This way I can determine if my DM style and your play style are compatible.

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I have a vested interested in homebrew worlds because I'm working on my own, and always seek inspiration on management, creation tips, and other educational experience. More than that, though, I enjoy unique games. I'm quite curious about your new and altered races in particular, and your continents sound like they have some good potential adventure meat to them.
That said, if you asked me to pick a continent to game on, I find the three that most interest me are Siterica(lots of action goin' on there,) Flangrica(Elf wars, rawr!) and Peskun(lots of cleanup, hunting, and empire building, I imagine?) I would be most open to the imagined action in those three flavors, though I'm sure my mileage will vary.

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Perhaps I am misinterpreting the discussion thread, but are some of the players from a previous campaign queued for a this campaign-to-be, or are the players from that collapsed game essentially on hold for the game to resume with you at the helm now? The reason I ask is because in the first instance, the game would be beginning anew, so I wouldn't feel like I was stepping on any toes. Otherwise, I'm concerned I may be disrupting the current rosters' direction.
I love homebrew settings. As such, I usually play in them. This freshness is what interests me in your world. Siterica and Flangrica sound the most interesting to me as I like intrigue over combat in general.
You said you'd like some sample PBP threads to read. For a game I've been in for a bit now, you can check-out my alias "Harakhty Suntooth". For another flavor of game I've just started recently, you can see my alias "Michelle Williams". Both should give you an idea of my writing.

Mark Thomas 66 RPG Superstar 2009 Top 16 |

Ironically, I'm playing Aurelea in the same game the Harakhty Suntooth is in and of course Lasciel "Lash".
Another favorite in a long running game is my Wizard Zane who can be found Here

Arazni |

Perhaps I am misinterpreting the discussion thread, but are some of the players from a previous campaign queued for a this campaign-to-be, or are the players from that collapsed game essentially on hold for the game to resume with you at the helm now? The reason I ask is because in the first instance, the game would be beginning anew, so I wouldn't feel like I was stepping on any toes. Otherwise, I'm concerned I may be disrupting the current rosters' direction.
I love homebrew settings. As such, I usually play in them. This freshness is what interests me in your world. Siterica and Flangrica sound the most interesting to me as I like intrigue over combat in general.
You said you'd like some sample PBP threads to read. For a game I've been in for a bit now, you can check-out my alias "Harakhty Suntooth". For another flavor of game I've just started recently, you can see my alias "Michelle Williams". Both should give you an idea of my writing.
Priority will be given to players that I've played with in other games. (Nice to meet you again, Dr. Williams), not because I'm afraid of new people, but because the last two games I've started up here have failed because people just stopped posting for no apparent reason. If I'm with you in other games, I'll also know your play style and can determine if my DMing style matches yours. I had originally asked some players from another game that collapsed due to the DM departure if they wanted to play, and one or two suggested they did. So far, no response from them yet. And because posting the Continents choice in the discussion got my creative juices flowing, I've decided to open recruitment to the general public. Good question though.

Arazni |

Just to let you know Lemon, it is currently open to everyone. I am just giving priority consideration to people I've already played with. That doesn't mean you won't be considered though if I haven't played with you.
First things first: vote for a continent here or in the discussion thread. These votes are literally determining the feel of the game. I've created the world (mostly), now I want to open the creative juice floodgates and see where they take us.

Big Lemon |

What are your limitations on races/classes? Namely:
1. Are goblins playable?
2. Are psionics (a 3pp) playable?
I just bought Ultimate Psionics and I'm eager to try that out, but if not another character concept I've wanted to try is an oddly noble Goblin Beast Rider cavalier (trading up for a giant gecko mount). He would either just be an odd exiled goblin or, GM allowing, he was a human knight that was killed in battle and targeted wit ha reincarnation spell that put him in the body of a goblin.
If neither are acceptable I've got dozens of ideas I could try, so it's not a problem.

Arazni |

There are Psionic characters in Mistika actually and Blues, but I don't have Ultimate Psionics. We would only be using the Psionics information available on d20pfsrd.org. Basically, if I can find the rules on that website, its allowed (Generally. Always ask first. It might not fit in with the campaign.)
But that reminds me, I've changed the schools of wizardry a bit (am still working on a master document regarding the new schools). It's possible to become a Light Wizard, a Gray Wizard, an Amethyst Wizard, a Celestial Wizard, a Jade Wizard, an Amber Wizard, a Gold Wizard, a Bright Wizard, or a Dark Wizard. (With apologies to Games Workshop). The Elementalist Wizards are also allowed, as is the Universalist.
The taming of magical power on this plane, however, seems to be difficult for some reason. Sorcerers are far more prevalent in the Kingdoms than Wizards. Schools of Wizardry require immense resources and usually are tied to political powers to secure these resources.
There are some areas of Wild Magic as well, where the use of magic is often expressly forbidden.
As for goblins being a playable race, not really. In most cases goblins have never emerged beyond the tribes. In other words, there's no goblin kingdom. They are the enemies of both dwarf and elf, so mostly have been suppressed into the deeper caverns. They might be emerging some on Shodune, where monstrous humanoids are prevalent, but they're competing for resources with much larger and much more forceful opponents. The only other place where I think they could exist in high enough number to be a playable race is Siterica. So, mostly, I'm going to say no to goblins. Blues however, are in the southern barbarian lands of Mistika.
That being said, there is a Hobgoblin kingdom in Shodune. They're actually a pretty powerful naval power and are strongly responsible for much of the slave trade between Shodune and Siterica (namely the Ardenian Empire and its protectorates)
This is all from memory, I have to consult my notes once I get back home. :)

Big Lemon |

There are Psionic characters in Mistika actually and Blues, but I don't have Ultimate Psionics. We would only be using the Psionics information available on d20pfsrd.org. Basically, if I can find the rules on that website, its allowed (Generally. Always ask first. It might not fit in with the campaign.)
But that reminds me, I've changed the schools of wizardry a bit (am still working on a master document regarding the new schools). It's possible to become a Light Wizard, a Gray Wizard, an Amethyst Wizard, a Celestial Wizard, a Jade Wizard, an Amber Wizard, a Gold Wizard, a Bright Wizard, or a Dark Wizard. (With apologies to Games Workshop). The Elementalist Wizards are also allowed, as is the Universalist.
The taming of magical power on this plane, however, seems to be difficult for some reason. Sorcerers are far more prevalent in the Kingdoms than Wizards. Schools of Wizardry require immense resources and usually are tied to political powers to secure these resources.
There are some areas of Wild Magic as well, where the use of magic is often expressly forbidden.
As for goblins being a playable race, not really. In most cases goblins have never emerged beyond the tribes. In other words, there's no goblin kingdom. They are the enemies of both dwarf and elf, so mostly have been suppressed into the deeper caverns. They might be emerging some on Shodune, where monstrous humanoids are prevalent, but they're competing for resources with much larger and much more forceful opponents. The only other place where I think they could exist in high enough number to be a playable race is Siterica. So, mostly, I'm going to say no to goblins. Blues however, are in the southern barbarian lands of Mistika.
That being said, there is a Hobgoblin kingdom in Shodune. They're actually a pretty powerful naval power and are strongly responsible for much of the slave trade between Shodune and Siterica (namely the Ardenian Empire and its protectorates)
This is all from memory, I have to consult my notes once I get back...
Intrigued about the different schools of wizardy and I definitely want to see the document when /if it's presentable, if just for the sake of reading, because if a psionic character is allowed I definitely want to try that.
I most want to play either a Dread, Vitalist, or Cryptic (which are in the Psionics Expanded book), but mainly I want to just try out the power point system to see how it flows. Again, very flexible with ideas and allowed content.
I've got the pdfs so if necessary I can copy+paste the info into a post spoiler for you to go over.
EDIT: Absolutely no idea on race for the psionic character, will decide on that based upon what setting ends up being chosen.

Arazni |

Oops, I meant d20pfsrd.com. :P You can find their psionics rules Here. For my personal ease (since I plan on introducing quite a few different classes and races), I would prefer to use only the psionics rules that are readily available on that site. (With the possibility of stuff from d20srd.org, but again, that depends.) But depending on the continent we ultimately decide to play on, psionics may or may not be part of that continent's reality. In Flangrica, for example, there are no psionic power users at all, so most of the inhabitants of that Continent have a bonus to resisting psionic powers that they can swiftly believe is impossible. It's the same North American Natives can't see the great ships ruling, which I hope is understandable.
Mistika and Shodune seem to be the only two continents that host native psionic users.

Big Lemon |

Oops, I meant d20pfsrd.com. :P You can find their psionics rules Here. For my personal ease (since I plan on introducing quite a few different classes and races), I would prefer to use only the psionics rules that are readily available on that site. (With the possibility of stuff from d20srd.org, but again, that depends.) But depending on the continent we ultimately decide to play on, psionics may or may not be part of that continent's reality. In Flangrica, for example, there are no psionic power users at all, so most of the inhabitants of that Continent have a bonus to resisting psionic powers that they can swiftly believe is impossible. It's the same North American Natives can't see the great ships ruling, which I hope is understandable.
Mistika and Shodune seem to be the only two continents that host native psionic users.
Good thing I voted for those two then :P
Seems they've got both books up on that site so I've got no issues.
If we end up playing in an environment where psionics are not supported, I will probably go with a half-elf witch.

Arazni |

There is information in the Campaign Info about the 10 Schools of Wizardry. More like bare background information, but enough I think to make a decision if you want to be a Wizard. The total number of Wizard's Schools is 15 (counting the 10 I posted in Campaign Info), plus the four Elementalists, plus the Universalist)
Well, I thought I had. But it seems the past 40 minutes or so I spent typing never got saved to the page. :(
Got up something again. Not sure if it is better or worse than what I originally had up there.

Arazni |

You stand before the doors leading to the great Assembly Chamber of the Consel of Regents, the imperial senate of the Lin~Sharel empire (known also as Luna Silver colloquially and though it is frowned upon by the governors of Lin~Sharel, also as the Silver Empire) On either side of the doors, the great banners of Lin~Sharel wave boldly, one white, one black, both with an artisan's beautiful rendition of a round silver shield with sapphire, emerald, ruby, citrine, and a diamond in the center.
You notice there are others standing outside the Assembly Chamber as well, and that they have likely also been summoned. Why, however, is anyone's guess.
Character Creation Guidelines
1) All characters start at 3rd level, unless using an exotic character race, then you start as a 1st level character.
2) Ability Scores. The focus/foible method from Way of the Wicked is recommended and preferred: Choose a Focus, an ability score at which you excel. You receive an 18 in that score. Choose a Foible, an ability score that is your weakness. You receive an 8 in that score. The other four, roll 1d10+7 four times in order. There are no rerolls or moving of ability scores. If you don't like the result of this method, use the 25-point buy.
3) Races: The common races of Flangrica are elves, half-elves, humans, and samsaran. The grippli and daylord goblins are uncommon races. Exotic races are lesser satyr (modified, original 3.5) and boggard. Other options are available, but exotic and rare. PM if you want to play some other race, and we'll discuss it.
4) Most classes will be allowed except gunslinger. Monks have special rules as there are only a few kingdoms of Flangrica where hand to hand martial arts are taught. Some other classes have special rules (the wizard and druid for example).
5) I would prefer a non-evil alignment. (It makes things much easier to DM), but if you must play evil, that option is available to you.
6) Two traits, one of which may be regional)
7) Max starting money plus 1d20% (Coin flows easily in the Silver Empire). Cost of equipment, however, is higher by 2d10 ⇒ (5, 7) = 12%, due to coin inflation. Further away from the capital, the cost of equipment only has 1d10 ⇒ 7% increased price.
8) Trevailaura, the capital of Lin~Sharel will be the starting location, so initial back-story should have the characters being born or finding their way there.
9) I like stories about normal well-meaning folks who get thrust into the business of being heroes or are bored with their routine and seek adventure. If your backstory is something like 'Dingus is a shadowy character born in a dark place full of dark deeds. He had to kill or be killed as evidenced by his black clothes, numerous daggers, nasty scars and cold scowl.' I'll assume your character is a sociopath and NPCs might think so too. If that's the case, be prepared to be treated accordingly.
10) I'm looking for four or five players (possibly 6 if there's enough interest).

Mark Thomas 66 RPG Superstar 2009 Top 16 |

What would be the special rules for Druids? Oh and based on what you said before I guess Treesinger is out?

Arazni |

Just the ones I wrote about in the discussion thread, for now. There is the Moon Follower rule, as well, since the three moons represent primal nature in its glory, and are a sort of devotional subject for druids. And there are rules limiting the magic of Dragon Shamans as well, but you probably only need to know those if you're planning on being one.

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Focus/foible, huh? Never seen that one. Let's give it a shot. focus=int. Foible=dex.
STR: 1d10 + 7 ⇒ (6) + 7 = 13
CON: 1d10 + 7 ⇒ (4) + 7 = 11
WIS: 1d10 + 7 ⇒ (7) + 7 = 14
CHA: 1d10 + 7 ⇒ (5) + 7 = 12
Hmmm, fairly flexible set of rolls, so that would look like...
STR 13
DEX 8
CON 11
INT 18
WIS 14
CHA 12
before racial adjustments.
Be back soon. I'll see what I can cook up.

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Regarding the difference in wizardry, GM, how are school powers/spells done for the new types of specialties? Particularly gold in my case.
Allow me to do my rolls:
Focus: INT
Foible: STR
DEX: 1d10 + 7 ⇒ (8) + 7 = 15
CON: 1d10 + 7 ⇒ (5) + 7 = 12
WIS: 1d10 + 7 ⇒ (4) + 7 = 11
CHA: 1d10 + 7 ⇒ (3) + 7 = 10
Also, I'm reading the % modifiers on starting gold as that of a level 3 character as we are starting there.

Arazni |

Apologies for the confusion about the wealth. Each of you should roll 1d20 to determine the additional percentage you would get. 3000 for 3rd level (plus 1 to 20% from additional wealth flowing your way from your travels in Lin~Sharel). This means it could be anywhere from 30 to 600 more gold pieces.
If you are playing an exotic race that only starts at 1st level, you get maximum gold for your class (at 1st level, plus 1 to 20% from additional wealth flowing your way from your travels in Lin~Sharel).
Costs in the city of Trevailaura are increased by 12% due to high coin inflation. Outside the city of Trevailaura, inflation is only 7%. (The Silver Empire is one of the wealthiest among the Kingdoms of the Seven Continents, with a vast trading empire that spreads through at least four of the Seven Continents. Kind of like China except without the communism or the child labor.)

Arazni |

Regarding the difference in wizardry, GM, how are school powers/spells done for the new types of specialties? Particularly gold in my case.
Allow me to do my rolls:
Focus: INT
Foible: STR[dice=DEX]1d10 + 7
[dice=CON]1d10 + 7
[dice=WIS]1d10 + 7
[dice=CHA]1d10 + 7Also, I'm reading the % modifiers on starting gold as that of a level 3 character as we are starting there.
Stratos, I have the schools on this google document HERE as Domain Wizards (from Unearthed Arcana). I think this is the easiest way to do things since I don't have the schools of magic spell lists completely done. Remember the unbent magic rule (from Campaign Info) too. As that will have some effect on the costs of your wizard spellbook.

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Though I remember reading UA back in the day when I played 3.5, I've not read it in some time and don't have it now. I recall liking the 4-corners paladin variants. That said, after looking at the document, I'm reminded wizards received very little other than their spells themselves in 3.5; in Pathfinder, school powers were not only more potent, but one only chose 2 opposition schools as opposed to 3. Not to be exceptionally miny-maxy, but without some reconcilliation to the pathfinder level of basic class power (where 1-20 in any starting class is actually a decent idea as opposed to prestige cherry-picking from 3.5), it feels very watered-down. For example, see the Noble Bearing power in the PDF compared to the Physical Enhancement ability for transmutors. This difference only complements the fact we're talking about a 3rd level wizard, prone to dying from one critical strike.
In any event, after looking at the domain spells, I noticed they weren't all from one (traditional) school. While I don't mean to impose extra work on you, if someone does make a character using those domains, they would need to know what they were allowed to cast and what they weren't. Also along those lines, Gold wizards seem to be more enhancement-ish than I would've thought, and I'm getting a bit of a Gnome-like vibe from them now. That wasn't what I had in mind, but if that's indeed the way it is, my wizard would just be rather different than the norm. Take that, Gnomes!