| GM DarkLightHitomi |
I am gonna try to post rules ahead so those who feel up to it can look ahead, but I do agree that getting to actually playing needs to be introducing them slowing.
For consistancy, bold is speech, italics are thoughts, bold italics are telepathic speech.
I would like all players to make a quick character concept and purchase ability scores. 150 points to buy scores. We will start with that and build up from there.
Most traditional races can be found except humans but they are uncommon.
The most numerous race are Fealin (a monogendered, winged, silk spinning, mountainous forest dwelling, cat like race of tiny size)
Then there are kobalds, a sentient tiger like race (as in run around on all fours non humanoid) with small horns along their back, and usually evil arachnid like creatures which limbs that can go either up or down and without a true head.
Folks of this world identify by nation, some nations mingle freely between races and the are seldom racial issues, while other nations are very focused on one or a number of isolationist or "supirior" races with others being shunned or enslaved.
Don't worry about adding racial modifiers, as that is the first thing to discuss rules wise. I will be developing a race making scheme as we go through.
I will add additional info when I see what everyone is interested in as that will help focus on where this takes place thus affects what you know of the world.
| GM DarkLightHitomi |
I added a short fluff section (it will grow, I promise), should give some ideas for a job or task your character might persue.
If you're expecting fluff wrapped around rules mechanics however, it isn't going to be as integrated as dnd/pf where every choice comes with fluff attached (I always ran into issues trying to refluff things in others games, here particularly in development, I want a seperation between the mechanics and the fluff. There is going to be some elements that must tie together but I want to minimize that. In this fashion it will hopefully be more versatile later on with respect to being easily able to handle vastly different genres and game styles. I do realize that some players like to build characters from the fluff wrapped around mechanics and eventually I will have "kits" that are basically preselected options wrapped up in themes and such.
| Lareg |
I totally understand the desire to separate mechanics from fluff. I'm not so much tied to fluff at the rules level, but for the purposes of the test campaign some basics are useful.
There is mention of nations, but not a great sense of who knows who. In other words, do all the beings know that the others exist? How do the communities relate? There was at least one race that had some information on how it felt about others, so that was helpful.
Then of course there is simple survival. Is the test campaign a world of farms? Basic metal working? Does money exist (coins? paper?)? Trade? Are there large bodies of water? Is water easy for all to access?
| Browman |
I am gonna try to post rules ahead so those who feel up to it can look ahead, but I do agree that getting to actually playing needs to be introducing them slowing.
For consistancy, bold is speech, italics are thoughts, bold italics are telepathic speech.
I would like all players to make a quick character concept and purchase ability scores. 150 points to buy scores. We will start with that and build up from there.
Most traditional races can be found except humans but they are uncommon.
The most numerous race are Fealin (a monogendered, winged, silk spinning, mountainous forest dwelling, cat like race of tiny size)
Then there are kobalds, a sentient tiger like race (as in run around on all fours non humanoid) with small horns along their back, and usually evil arachnid like creatures which limbs that can go either up or down and without a true head.Folks of this world identify by nation, some nations mingle freely between races and the are seldom racial issues, while other nations are very focused on one or a number of isolationist or "supirior" races with others being shunned or enslaved.
Don't worry about adding racial modifiers, as that is the first thing to discuss rules wise. I will be developing a race making scheme as we go through.
I will add additional info when I see what everyone is interested in as that will help focus on where this takes place thus affects what you know of the world.
Ok so what I am getting out of this is that races available for character concepts are:
FealinKobald (You may want to change this to avoid confusion with Kolbolds from D&D)
Dwarf?
Elf?
Halfling?
Gnome?
Orc?
and no humans?
Are most races mono-nation as in there is one dwarven Kingdom, Elves live in one forest realm?
Also what are the implications of size if the most common race are cat like in size? Are other races considered giants?
Some more information in this style would be helpful for developing a character concept though I am thinking of some kind of close combat fighter who supplements his skill with magic.
So stat wise
Strength 15
Agility 8
Constitution 13
Intellect 10
Creativity 11
Awareness 13
Power 10
Aura 5
Charisma 8
Which should be exactly 150 points.
DarkLightHitomi
|
Oh! Good questions! I am excited about that (easier for me to answer questions then to head them off. One of my quirks I guess)
I can't answer in depth right now as I have but a couple of minutes before leaving to work, but here is a littles bit,
First there is plenty of wiggle room for things that players want to bring in. This area of the universe is only semi defined so players can bring in things of their own.
Humans aren't allowed because they are specific to a more detIled part of the universe with some stories.
Most nations know of all the major nations, though some small tribal nations might exist in remote places. Most nations mix at least some of the races, very few are mono racial, and only some openly discriminate against a race, many though not all, nations have some lingering racial issues but usually illegal or at least the law is nondiscriminate.
Money exists as the GTF (Global Trade Federation) in units of Rit. Subunits are simply denoted as a fraction over twelve. Comes as crystals with patterns inside.
There are somewhat advanced materials and metalurgy.
And kobalds are like dnd, the sentient tigers are Zyphers, I somehow jumped from one to the other. They live very integrated together.
| Lareg |
Ok, I think that's enough to go on. Here's a loose character concept with attributes.
Culden is a Dwarf who fashions himself a shieldwright of sorts. Salvaging the majority of his materials, he's working on augmenting typical shield designs. Though he is more likely to jump to the defense of those he knows, he isn't above testing his latest designs in the role of a mercenary.
Agility 8
Constitution 13
Intellect 11
Creativity 13
Awareness 10
Power 10
Aura 5
Charisma 8
| Chyrone |
Maybe change the spiders to sort of a drider society?
If so i'd go with one of those.
If not, i'd go with an orc bountyhunter named Gra'kk
Gra'kk used to be a bodyguard for a house of his people.
Maybe something happened and he ended up chasing the guilty. So happens they had a price on their heads. Going from there he was good at tracking and hunting. He favors the axe and light crossbows. (Maybe there exist 1-shot bowguns that can be attached to a gauntlet?) He likes trophees from his hunts. (Imagine a predator working as bountyhunter)
Will do the stats when i get home later today.
| Havocprince |
Strength 8
Agility 13
Constitution 23
Intellect 8
Creativity 8
Awareness 8
Power 3
Aura 3
Charisma 8
If I understand the way the system is set up I am joe average mentally, average strength, slightly above average agility, average charisma, below average mystical aptitude, and stamina for days I can take that shot.
So we are going to be building a soldier of fortune, favoring range weaponry and finesse for in close. One hard mother to kill kind of guy. The you see this scar, I got this scar in such and such, you see this scar, that came from one of those mage types spewing acid and fire upon my regiment. If you come up with powered armor for this setting I would definitely be in for that. Electric core engines, maybe tesla coil weaponry and good old powered pneumatic fists. Maybe airship drop infantry if we don't have planes due to the lack of combustion engines.
| GM DarkLightHitomi |
Still naming things since I hadn't planned on players when I started writing this world.
However the spiders are called Scorls.
As an avid fan of drowtales, I use their style of driders, which is that badly wounded individuals could be saved by melding them into a new body. However such a technique is costly and difficult (in drowtales it used to be a thing of honor) And there is only a very small community of drow on this world and making driders is seen as archaic and not usually performed anymore given better healing magics. You could be one, but you would likely be very old but immortal (agewise anyway) as are my elves, but wondering away from mana rich places makes you feel more tired and need to eat more.
Lareg, awesome but that shield concept is more offensive then defensive. I am a bit scifi about magic, making a lightning bolt means gathering positive ions near my finger and negative ions at the end of the bolt. If you are in between at least ten feet from either end, all you feel is pure and real electricity, it would work best standing next to a mage because to cast anyspell, at you or something else, would require adjusting for the EM, basically raising the DC to cast spells. Your shield would be quite difficult to directly affect though altering dense metal isn't likely in combat.
Scores,
They start at one.
2-5 cost 1 pt
4-10 cost 2 pt
11-15 cost 3 pt
basicaly after every multiple of five increase cost by one.
1 is d1 costs 0
3 is d2 costs 2
8 is d4 costs 11
13 is d6 costs 24
18 is d8 costs 42
This way average covers 8-12, which matches pretty close to d20.
So Bearded Ben is correct, except start at 1.
Havocprince you have 4 points left to spend though I think I will limit things to 18 a d8 before racial mods, since a race mod might bring you to ten and after ten is basically beyond natural and the realm of things of great power like true dragons.
A d6 is definately above average, not just slightly, a d8 is olympic and a d10 is a prodigy akin to einstein (achieved with buying a d8 and getting the racial modifier.)
Like in my desc of DCs, a specialist has a d6 attribute plus a d6 skill plus a d4 specialization. And an expert has d8, d8, and a d6.
I will delve deeper into magic and technology known and how they work on sat. I work 12 hour shifts so long and heavy writing must wait for sat, and mon, teus, wed.
| Lareg |
Fair enough. I was just going from the bit of details described below. The idea being that the such a shield might be able to "make spellcasting difficult".
Magic has a generally negative effect on electronics. The larger the current and the more simple the circut, the more resistant to interference. On the flip side strong electricity can make spellcasting difficult, though it can usually be accounted for if stable, though it is difficult to do. This interference comes from how the magic's aura interacts with electromagnetic fields (electricity's aura).
| GM DarkLightHitomi |
@ Felrisa
Feel free to watch and comment and make suggestions. You are welcome to ask questions when you feel like it.
@ Lareg
Indeed but electrical fields have a limited range and to interfere must be near the caster or what the caster is magicing. Yeah it would give added protection against direct magic against you, but also good magic. Just figure a caster can creatively get around that defense, but if used offensively will be more troubling to the caster.
Given the nature of magic here, I hoping for more creative use of magic and less direct.
| GM DarkLightHitomi |
@Lecky
18=41
13*3=23/69
8*3=10/30
30+69+41= 140 points so far. So ten left for Pow and Aur.
@ Browman
15=29
13*2=23/46
11=17
10*2=14/28
8*2=10/20
5=4
29+46+17+28+20+4= 144 points spent.
.............Points /total cost
1 /0
2 /1
3 /2
4 /3
5 /5
6 /6
7 /8
8 /10
9 /12
10 /14
11 /17
12 /20
13 /23
14 /26
15 /29
16 /33
17 /37
18 /41
Will be posting this table in the rules.
........Weapons
Mostly the same selection as DnD/PF mundane-wise(the dmg and maybe category will change but not weight or range)plus add these to the list (I may add more as I continue to fill in details, suggestions welcome),
Whip bow (exotic, dmg of shortbow, rng of longbow, lightest weight bow), compound bows (similar to composite but fragile), Buster blade (agiyes agi, I am the only one I know of to successfully use one against three opponents, so I am qualified on this point, agi weapon only, don't add attribute, instead each has a weight rating that gets added, has the block breaker property [a failed block against this weapon takes full damage, and a successfull block takes half damage])
I will need to move some of the weapons around though, obviously the original tables were set by people who didn't know about wielding weapons, for example short and longbows are simple weapons (or martial from a moving mount), while crossbows are martial weapons (they are no easier or harder to aim, but you have more to learn to use it, such as the latching mechanism), staffs may be cheap but to use one as a double ended weapon (as a bo staff) is at least martial.
DarkLightHitomi
|
I will do object rules later.
For making races I am going to do something similar to the pathfinder race maker, so I need some ideas on what you think a good standard attribute modifier array might be.
+3 score in one skill for two catagories and a -3 score in one skill in last catagory. Does this sound reasonable or should this be altered.
Note: I am trying to be consistant with the concept that if I don't write score when dealing with an attribute then it references the die size. The score should rarely come into play except at creation or determining certain things ahead of time, such as carry capacity.
| GM DarkLightHitomi |
Okay, magic
Magic is very simple in it's effects, basically a mage reaches out with their spirit to directly affect matter, sometimes in ways that are not possible mundanely.
Thus how difficult a spell effect is, is based on the complexity of the change. Thus mind affecting magic is extremely difficult and complicated because you have to alter someone's brain without doing something lethaly wrong.
As a mage gets better and more experienced with magic, they become more attuned and develop a sixth sense. This sense is like feeling, imagine how different fabrics feel different, well this sixth sense is like being able to feel at a distance. This sense can feel past physical materials, but the denser the material the more it "fogs" the view of whats behind, but it is severly hindered by electrical fields, though these fields can themselves be felt this way.
When a caster has three die sizes in magic skills, they can concentrate to use this sense at close range, at 6 dice sizes they do not neex to concentrate and can perceive with this sense at close range as easily as any other, and can concentrate out o medium range. The range increases by one for every doubling of die sizes.
Magic and range,
Range for magic is based on the aura stat,
Touch is of course touch,
close range is 1 space per die size of aura, minus one (so a d4 is 2 spaces)
Medium range is double close range,
Long range is double medium range,
Extreme range is double long range,
Each range increment above this is another multiple of long range (triple, quadruple, etc)
Useing magic against a living thing is difficult, that thing's Pow attribute times two as a penalty ( i.e. if I try to use magic on Browman's character, who has a d4 power, i would take two d4 as a penalty on my roll) a character can resonate with anther to eliminate this resistance towards that character, but they must be concious, willing, and it counts as concentrating (meaning you have to roll a focus skill check to take other strenuous actions without dropping the effect) but doesn't take an action itself.
| GM DarkLightHitomi |
Considering the term dice ranks for refering to how many times a die has increased in size, particularly for when counting among multiple skills or leveling, I think it could makes things less confusing.
Thoughts?
....
Magic spells can be a bit more complex in effect and many d20 spells can be used with minor changes.
A spell's DC is the roll a caster rolled to cast the spell. Some spells have effects based on caster level, the caster level is the casting roll minus ten. Thus a higher roll can do more. Caster level caps are ignored.
............
I added a bunch to the rules section and rearranged some (yeah for libraries with free computers! :D )
| GM DarkLightHitomi |
Okay, I would to see by next sunday ( not today but a week from now) a character with alias and the following things. I will answer any questions between then and now.
Also many places and nations remain unnamed even those with fair development, so if players want to submit names for things as they come up, feel free.
Things I want to see in alias so we can start the game thread a week from monday,
-Base stats, (score and die listed)
-Basic skills (3 categories each with 3 die size increases for skills. No skill start higher then it's base attribute. Will be expanding skill descriptions. You may select the same catagory up to twice)
-Race,
-Main career,
-Basic personalty,
-Alignment ( which will be posted first thing after work today I promise. Note it is a very different alignment system from dnd and will tie in with your personality)
With this done we can start the RP. If everyone has this done, we can start early, a week from monday is just the latest we will start.
| GM DarkLightHitomi |
Correct, except I allowed the same catagory twice if desired.
This is because characters advance by skill catagories. When a catagory advances you can advance three skills in that catagory. Once three catagories advance, your level increases by one. So basically you have already advanced from 0 to 1.
Eventually, maybe even before we start, I will have a base list of feats and abilities, then two can be selected.
| GM DarkLightHitomi |
A few quick notes before work (work is unusual this week)
Useing magic, building spells
Every spell has parts, target, range, duration(requires a power storing gem, static effects only), effects (multiple maybe added)
Each part has a minimum spell level and a fatigue cost depending on how advanced that part is. The DC to successfully cast a spell depends on the spell level and reduces your fatigue by the total fatigue costs of all parts, which can be reduced by one for every four points your spell cast check exceeds the DC to cast. (Thus a more skilled mage won't tire as quickly.)
The spell level of an effect is the highest minimum of the parts, plus half (rounded down) of all the other parts. Formalized and memorized combonitations which are known in character as actual true spells, have a DC a spell level less.
Note that in this game some spell effects may be higher then ten and sometimes the finished spell level is way above ten, this is fine as there is no limit on highest spell level.
Verbal and somatic componants are optional but each one excluded gives a +2 to the DC as they act to help focus the mages mind on the spell effect.
I am altering the DC to the following and will fix the main rules soon, this change reflects how I decided to handle the verbal and somatic as well as to match spell level ten to DC 40.
The new casting DC is: (spell level * 3) + 10.
Things to come in no particular order,
objects rules
Feats/abilities lists
Spell parts lists
True spell lists
Skill descriptions
Crafting rules
Additional fluff
| Enna |
Abilities:
Strength 13
Agility 13
Constitution 18
Intellect 13
Creativity 8
Awareness 8
Power 6
Aura 6
Charisma 8
Skills:
Combat
Simple d4, martial d2, Plate d2
Mental
Perception d4, 2x Knowledge d2 I will select when I have a full list to work with
Social
Intimidate d4 Speech d2 Handle Animal d2
Race:
Dwarf
Class:
Some kind of soldier
Personality:
Gruff and grizzled soldier who has fought in every war and lived to tell the tale. The kind that always has a tale to tell no matter the situation. Willing to get things done by any means necessary.
Alignment:
Traditional Evil. Only evil in the ends justify the means kind of way. Doesn't go out of his way to pull wings off flies or such. Think Cerberus from mass effect.
| GM DarkLightHitomi |
First, there is no class, career is meaning what you for a living, where does your money come from?, so if you are a soldier, are you army or navy or town guard? What rank?
Also evil is for greifers, those who enjoy hurting others.
The "ends justify the means" mentality falls under selfish, you care more about acheiving your goal then what it costs others.
Ill have skill descriptions up about 24 hours or so from now.
Also, you selected traditional, so what kind of traditions do you follow?
Most dwarves live in the mountain kingdoms, but some are not.
The area is only semidefined, so you can build stuff without waiting to see if it falls within fluff.
| Lecky |
Attributes
Agi - 18
Str - 8
Con - 13
Cre - 13
Awa - 8
Cha - 8
Int - 13
Pow - 5
Aur - 5
Basic Skills
Combat:
Agi weapon group (Agi)- d6
Shield (Agi)- d6
Dodge (Agi)- d6
Technical:
Mechanics (Int)- d5
Trade U (Cre)- d5
Technics (Int)- d5
Use Complex Device U (Int/Cre)- d5
I'll hold on and check the spells first, I'm contemplating on selecting spirit arts or movement.
Race: Torn between a halfling and elf
Main Career: She is very interested in the the 'schematics' of things so she's a computer repair or software programmer by day and a thief at night. She only steals schematics and techs. She won't be evil, see below.
Personality: She seeks the understanding of the world, the why's and the how's (universalism) and she seeks the balance of harmony and safety of the changes that the world undergoes (security). She is generous, always seeking what is good for all, not just for her since just knowing these things she is already at peace within herself.
Alignment: I would say neutral or maybe evil like Alexander's description, but it's mostly driven by her curiosity and concern for the weak.
| GM DarkLightHitomi |
Life, omg.
Anyway back on track!
Combat skill,
the weapon groups are like the groups a fighter in PF can choose, light blades, fencing blades, traditional bows, crossbows, doubles, polearms, flails, maces, axes, heavy blades, rope weapons, etc.
Agi or str comes in by weapon type, though finessable weapons can be learned with either.
Magic, split by school, if true spells are cast they are cast with the appropriate school skill, but each skill can be used to produce simplified spontaneous "spells." Some high level spells use multiple schools. True spells have -2 DC, and can be cast from a spellbook as a one round action. True spells can be cast at 4 AP, spontaneous spells cast at 5 AP.
| GM DarkLightHitomi |
For clarification, universalism, security, and generous are your alignment. They affect your personality more than DnD but perhaps I should give some examples.
Interestingly if you arrange these alignment descriptions (which are actual psychology terms) in a circle they come pretty close to matching DnD, security, conformity, and tradition fall near lawful and those who have these are usually more rigid personalities, while stimulation and self direction are more chaotic personalities.
Power and acheivment, and perhaps hedonism are more "evil" though really in this case it's a misnomer, these "evil" alignments are basically those who are more self focused, more likely to choose themselves over others, these folks who are generous might need things to get difficult before they coose themselves and maybe might actually choose others for really important things, while these who are selfish will choose themselves from the beginning.
Benevolence and universalism are the "good" alignments and are pretty much as expected.
| GM DarkLightHitomi |
Weapon groups (by no means an exhaustive list),
Simple weapon groups,
Light blades,str or agi, dagger, short sword, etc
Bows,agi, recurve, compound, composite, etc
Maces,str, clubs, maces, morningstars, etc
Fists,str or agi, unarmed fist, brass knuckles, etc
Martial weapon groups,
Flails and chains,agi, spiked chain, bladed scarf, etc
Axes and hammers,str, wood axe, combat axe, etc
Thrown, throwing daggers, throwing hammers, etc
Unarmed Martial Arts,str or agi, full martial arts
Grappling,str, grappling, wrestling, etc
Polearms,agi, glaive, naginata, etc
Mounted Weapons,agi, ballista, etc
Exotic weapon groups,
Ropes,agi, meteor hammer, whip, etc
Siege Engines,int (siege engines gain no benefit from the users so their effectiveness comes from how well they aimed), trebuchet, etc
| GM DarkLightHitomi |
The armor skill applies by type, chain, plate, scale, etc. Each can come in light medium or heavy (light plate would be bracers and shin guards possibly with a mithral breastplate) this skill applies in two ways, first this skill reduces the armor check penalties, second, the skill is the armor cap, so your damage resistance roll uses the lower of the skill or the armor bonus.
Shield skill works the same as armor except shields apply to defense.
Acrobatics is like PF.
Athletics is for running, climbing, swimming, etc.
Ride is for riding an animal or mount.
Drive is for operateing a vehicle.
Mechanics, is the new disable device except you can do more then just disable things, you can also repair or adjust mechanical devices. This includes computer hardware.
Trade, this is craft and proffession put together. Use Int when constructing a particular item, use Awa when running a "shop" basically making money over a week, teaching apprentices, etc
Technics, this is the firmware and software design for computers, in this setting computers are still basic think the 80s or 90s. they aren't improving as fast as reality because they are used far less often and are more expensive and bulky because they have to be able to handle nearby magic (which will disrupt a computer but these are made so you can simply restart them without longterm effects, real computers disrupted by em will be permenantly unusable),
| GM DarkLightHitomi |
Yep I missed those, though I am sure there are plenty I did miss.
Heavy blades (str) and crossbows (agi) are martial weapon groups.
Buster blades are exotic and agi based, however you dont add the an attribute to damage. Buster blades do full damage against a failed block and 50% against a successful block. All other abilities that reduce incoming damage don't apply against buster blades. These blades are essentially block breakers.
back to skills...
| GM DarkLightHitomi |
Knowledge,hasn't really changed from DnD, except there is no maximum DC for untrained (it is surprising the tidbits people can pickup)
Language, this for learning a new language without suddenly knowing it from nothing. Linguistics falls under Knowldge.
Focus, this skill is used when you are trying to multitask or maintain concentration on multiple things possibly while taking other actions. I.E. maintaining concentration on a wall spell while attacking an enemy.
Speech, Bluff, and Intimidate, Bluff and intimidate are generally usable anytime and apply to nonverbal uses, while speech can be used to lie or intimidate through implication. I.E. Intimidate can be used to scare by yelling, speech could be used to intimidate by implying that if they dont do what you say they might have trouble the baron.
| GM DarkLightHitomi |
Magic,
Spontaneous use by school,
Abjuration, Mana Force, can be used for minor levitation like mage hand, and can make solid force fields made of pure mana.
Conjuration, Mana to Matter, can make things "out of thin air" this is very energy intesive and usually has higher fatigue costs. the more pure the meterial created the easier, comlex materials like compound chemicals or matel alloys are harder and generally require a good knowledge of what is being made beyond simply the magic side of things. Can also be used the other way around to make mana from matter but this is difficult and rarely gives more mana then consumed. This can be used for restoration spells.
Tranfiguration, Matter to Matter, this is also the control school, you can reshape material and can alter matter easier though changing the material is still difficult for compound or alloys, but doesn't cost as much fatigue. This can also be used for restoration spells.
Evocation, Mana to Energy, this is the fireball and lightning bolt school. you can change energy into mana a bit easier then conjuration though it is still difficult and requires a very powerful source such as converting heat from lava. Fire spells are actually heat spells but usually ignite the oxygen into the air producing the fire seen.
Divination, Mana Senses, can sense things without your actual sneses. Once this gets to a d6, you can sense things out to close range. Sensing things in this manner is like "feeling" and can sense through solid objects but solid objects do fog whats behind them, the denser and more material the more the fogging, so sensing through lead is foggier then sensing through wood. Casting spells of this school can can allow sense with any other senses known and can thus percieve much farther from the "magical sensor" or the focus of the spell.
Illusion, Technically a subschool of Abjuration, produces false sensations. Aromas are easiest followed by thermal and visual, then other sensations including faking divination sensations.
Necromancy, Deals with Spirit Energies, this includes cure spells which reduce damage points, and reviving spells. This is also used for spirit attachments (or the extremely difficult and rare spirit creation spells, often the subject of frankenstein style stories)
| GM DarkLightHitomi |
*facepalms*
Errata,
Divination at d6 can sense things with a perception check. Before then must cast a spell either true or spontaneous to sense things. Even at d6 must still cast spell to sense other places or uses special senses. Electrical fields are sensed but make things much harder to see beyond them then normal matter.
I am opening the gameplay thread. We will start with the RP and as things come up, we can discuss the "how to" to basically learned modify and adjust as we play and can immedietly see how well things work and generally easier to learn (and easier to make sure I explained correctly)
Anyone not ready, check in here with character info before posting.
I have decided to start in Lorati Kingdom, in the city of Graphunduur.
This kingdom is monarchy in the low mountains of the Mountain Sea (large area of mountains, both broad long and wide, the northern edge is much higher in elevation) the major exports are herbs, metals, fine silks(mostly exported to the Tauren Empire to the east) and alchemical minerals. The Dwarven kingdoms are west of here.the only volcanos in this mountain range are along the northern edge.