
DetectiveKatana |
Concept should always trump optimization. I went druid instead of Oracle because I wanted my Vanaran champion to be more wise than charming and I believe that ability scores should be derived from the fluff, not vice versa.
Then again, I've gotten really into ideas that blend fluff and mechanics lately, so I think about things like "How would I mechanically represent this idea without any special rules"

Rocan |

Druid or Oracle are both good ideas for an advisor, I specifically chose the oracle to go for Lore mystery if we are allowed to determine their advancement as well.
She would sometimes have visions of the deity that my tribe thinks is in control of the world.
Concept first, optimalization later within the concept ;)

Dain GM |

This is an interest check for a kind of world building/campaign building game. The way it would work is, I have a pretty generic map of the world, and each player would play the leader of a primitave-ish tribe in this fantasy world.
Each player would basically take charge of one race, and foster them as we play through the development of their burgeoning culture.
Play would revolve around how this tribe establishes itself in the world, growing and settling (or not) and building it's legacy.Think of it as a mash-up of Civilization and Pathfinder.
Before I get down to the nitty gritty and mechanics of it, does that sound like something you all would be interested in? Who wants to build a world with me, and do some storytelling/rpging at the same time?
If Halflings aren't spoken for - I'd be down for it, if possible.

shrodingerscat |

@Azaelas: you are welcome to propose an entirely new race or a more classic one. The idea is the development of that group's culture and it's interaction with the world and other races. There is very much an element of Kingmaker in this idea.
@Hiding: If you want the shadowpuppetry to be a big part of their culture, then by all means have the item. Right now I'm considering "fluff" before "crunch". That can come later.
Recruitment is still open, so by all means put forth an idea. I've received some interesting apps so far, and it's going to be tough to chose, but I'd still like to see more.

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Should have asked this before - from what sources may we derive our traits? There are only so many from the Advanced Player's Guide. May we use Pathfinder Society faction traits (same mechanics, different story behind them?), for example?
Still need an answer to this.

Dain GM |

Recruitment begins!
1)Pick a race to base your tribe from and give your tribe a name. All 1HD races will be considered, and others may also be considered if "shaved" down.
2)Create a 2nd level leader (max hp for first, average for second). Pick one of the allowed classes and build character as normal. 20pt buy. No attribute may be lower than 9 after penalties. Disregard money, you start with 1 weapon of a type you are proficient in (and and additional one if you are a fighting type) and one armor that you are proficient in.
a) if you are placed in a spot that gives you access to mineral ores, this may be metal (but no more complex than a simple breastplate AND see number 4)3)Tribe size will be smallish to start (like a village) and will be partially randomly determined based on location and size (of the creature)...ei smaller race will likely have a larger population as they need proportionally less food.
a) from that, a portion of your population will be designated Warriors, Adult Noncombatants, and Young.
b) One other may be an advisor type with a pc class.4)tribes will start out with a base of the following advancements/discoveries.
-fire -simple clothing -simple weapons (bone/stone) -pottery -spoken language
-once all players have been selected you may lobby for other advancements5)Describe your ideal land type and Describe one predator that you are wary of as well as your ideal food source.
a)If you choose, you may still be nomadic.6)Describe any customs you have come up with so far...this should be a few, but not too many as you're still developing them. Good starts are: disposal of the dead, food distribution, hierarchy, what you value most.
7)As a meta-development, you may be the only type of your race that you know of, or you may have broken off from a larger tribe. If you like I can make that decision and it will be a...
Apologies for the lateness of the response.
The leader has his primary stats. More will be fleshed out if I am chosen for this campaign.Base Race: Halflings
Tribal Name: “Bryniau”– (Note: ancient Halfling was derived from the Welsh tongue, according to Tolkien – who invented the Halflings culture. Bryniau means “Hills” in Welsh).
Leader: Blaidd Lladdwr - (Translates to - "Wolf Slayer") of the House Helfarch (translates to "Hunter").
Class: Second Level Ranger.
Stats: (Modified by Racial Bonuses)
Str. 10
Dex. 17
Con. 12
Int. 12
Wis. 14
Cha. 14
Weapon: Bow
Backup Weapon: Club
Armor: Studded Leather
General Starting Location: Somewhere near hills would make sense based on culture and clan name. But that is up to the GM’s discretion.
Advancements: -fire -simple clothing -simple weapons (bone/stone) -pottery -spoken language (More advancements asked for once I formally know location of tribe in relation to resources).
One Predator: Primary natural predator would be divided into either beast (likely Canine Type: i.e. Wolf, Dire Wolf, that sort of thing) and possible racial Predator (that depends most on what potential enemy tribe is closest – be it a tribe of raiding goblinoids, or even dwarves or humans. The closest primary “threat to the tribe” – depending on relations – will be considered the primary enemy. But again – this depends largely on location and proximity to other tribes/racial subtypes).
Ideal Food Source: The Halfling culture was initially nomadic; however, as it slowly developed community they built a modest sized “Great Hall” on a large hill. For defense, the bulk of the rooms were dug out of the hill itself, which makes it harder for larger enemies to invade and assault.
The primary food source around the hill has been hill sheep, which have been captured and domesticated for food as well as wool for clothing.
Small agrarian areas have been formed; and Halflings generally grow “root” foodstuffs – for example; onions, potatoes, carrots, herbs – in short, crops which are generally grown beneath the ground and not easily noticed by predators.
Customs Include:
Education: Halflings are generally story-tellers; they are prefer the spoken word to books and reading in general. As such, tales; songs; poetry; metaphor and proverb are their favorite form of communication and learning.
In this community the primary “Advisor” is a Bard.
Funerary Rites: The Bryniau burns their dead. With so much of their community living underground, having their dead “buried” only takes up valuable real estate, as well as contributes to unhealthy living conditions.
Before the body is burned a small bag is kept with various odds, ends or sentimental gear that their beloved carried. A ring, a small trophy, a toy – these things are kept in a pouch. The pouches are kept by the family leader – each pouch holds the evidence of the dead, as well as a tale to the pouch. Some pouches are passed to likely offspring as a good-luck charm.
Food Distribution: Each family is responsible for feeding its own. However – the tribal “Chief” – (Pennaeth) exacts a small tax of ten percent of foodstuffs. This is kept for the community. At the start of each month the Pennaeth divides foodstuffs to families which need it most. In return, these families must provide service for the community if they had no foodstuff – such as repairing equipment or other household gear or goods for the month.
Hierarchy: Each family is governed by the eldest member. This person is the formal leader of the family – but this position can be superseded by the family if they feel their leader is acting unjustly. This must be a decision that is carried unanimously by the adults of the house; and once the family leader is outvoted another is put in their place by the choice of the family.
This decision lasts for at least a year and a day, or unless the replacement dies. In which case the family chooses another leader.
Each leader of a family meets in council to choose the Pennaeth. The same custom for choosing applies.
Any other Halflings: None that the tribe knows. As Halflings are small in size they are generally easily bullied or abused by other races. As such, they bond together quickly, and do what they can to support each other. A lone Halfling or Halfling family is quickly asked to join into the tribe in general.
The tribe was initially nomadic before it settled. Now it has a small community which it defends from enemies. However, it does send out scouts and wanderers to the various parts of the land. They go on small journeys looking to find more of their kind and to always watch and observe the ways of those around them. To study, to learn who may be trustworthy; who must be feared, and how best to deal with enemies.

shrodingerscat |

I'm Hiding In Your Closet wrote:Still need an answer to this.Should have asked this before - from what sources may we derive our traits? There are only so many from the Advanced Player's Guide. May we use Pathfinder Society faction traits (same mechanics, different story behind them?), for example?
any official paizo source is ok, pending approval (naturally, only one per type)

Dain GM |

I hadn't put up all the information on my tribal leader, nor his advisor.
If you need more details, please let me know, I can have them up when you are ready for it, but I didn't want to bog things down with the character until I knew you were comfortable with the racial selection.
Question: If another person picks the same race, but has a clearly different "type" of race (for example; humans could theoretically have tribes in the desert as well as tribes near jungles) - would it be possible to allow two different tribes to proceed, though at a different part on the map/world?

Neros |

This sounds like it could be very interesting. Since I saw the Kingmaker campaign, I've been a big fan of the idea about having something else than dungeon crawls :P
But it looks like you are starting to get allot of players. How are you gona handle so many savage players?... Races...
Also, I would like so many, like to join your game. Maybe even as a water-dwelling race, since that seems to be missing.. Okay, lizard folk is somewhat water-dwelling.. But still. Maybe Locathah or something homemade.
But I am Fairly new to the concept of playing Pathfinder post-by-post, so joining such a grand design might not be the best idea.. Im not new to PbP, only Pathfinder PbP, so if you think you can handle so many players along with a someone on my level, I'l start writing up something :)

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But I am Fairly new to the concept of playing Pathfinder post-by-post, so joining such a grand design might not be the best idea.. Im not new to PbP, only Pathfinder PbP, so if you think you can handle so many players along with a someone on my level, I'l start writing up something :)
*shrug* I'm in the same boat. An aquatic race - especially if they're truly aquatic, as opposed to just amphibious - sounds like a good addition.

Neros |

Great.. Then I wouldn't feel to alone on the "being new" area :P
And yea, I figured it could be a great addition. The only problem however, might be that everybody else would be waddling around on land (thats what land dwellers do), and therefore there might not be to many openings for interactions between the cultures.. So the race should probably be amphibious.. Or at least "evolve" to amphibians later on either through good old evolution, or magical/divine intervention..

Neros |

Well logically, they would be called Land Boats. And horses would be Land-Horses :P
But not sure what you meant by paradoxically introduce some races to the concept of the wheel? Do you mean the aquatic race? Cause then I could see the paradox in that..... Unless its sea-wheels :P
But the mechanical lobster idea I understood.. Could surely be interesting with fish people driving giant mecha lovsters.. Mechsters??

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Well logically, they would be called Land Boats. And horses would be Land-Horses :P
But not sure what you meant by paradoxically introduce some races to the concept of the wheel? Do you mean the aquatic race? Cause then I could see the paradox in that..... Unless its sea-wheels :P
A 'taob' (because it's a backwards 'boat', see what I did there?) would roam the land like giant bathtubs on wheels - and might be the first wheels some land-races see. See? The paradox isn't really a 'paradox' so much as simply the bizarre twist that the wheel was first invented by an aquatic race in order to sail the lands.

Dain GM |

shrodingerscat wrote:You don't need to stat them out, just a name, short description and class is good...it's the only other pc class that will be in your tribe to start off.@Dain: the above answers your question about the second in command type.
Thank you very much, Sansa :)
I'm eager to be able to play the game, if I am allowed. I have a sense that if it really functions more like a cross between Kingmaker and the game "Civilization" the posting rate will be a bit slower than what I am used to, but at the same time, the posts will have the opportunity for a variety of a rich set of details and backgrounds.
Plus, I love world-building.
But that should mean I need a good name for my "advisor" - which I haven't written yet (names take me a long time to come up with for some reason).
Though it seems I got lucky on the name "Blaidd", or "the Wolf". And Lladdwr - the Slayer - sounds like another name that could be (in English) be shortened to "Lad".
Well, I'll get something up soon regarding the name.

Dain GM |

So – advisor name is – Gorou Cymhendod Dalwyr (translates to “The Best” Knowledge Keeper).
His nickname is Storïwr (Storyteller) – but he prefers the title Garou (“The Best”) in front of it, and his name in general.
He is older than the tribal chief, his lore is great, and he is akin to a Merlin-esque type character.
His Halfling Stats are as follows (assuming he also has a 20 point buy, and is a First Level Bard; though he is considered “middle-aged” for a Halfling, and “middle-age” also adjusts stats somewhat):
Racial Adjustments: +2 to Dexterity and Charisma, -2 to Strength.
Middle Age Adjustments: -1 to Strength, Dexterity, Constitution; +1 to Intelligence, Wisdom and Charisma.
Str. 9
Dex. 14
Con. 11
Int. 16
Wis. 14
Cha. 16
Racial Adjustments: +2 to Dexterity and Charisma, -2 to Strength.
Middle Age Adjustments: -1 to Strength, Dexterity, Constitution; +1 to Intelligence, Wisdom and Charisma.

Neros |

Yea, I see what you did there you trickster you.. And I can see the "paradox" if it was a sea dwelling race that creates the wheel first... And then some stupid monkey comes along and steals it.. Idea stealing monkeys... They should know their place..... In the trees... Maybe I should choose Aboleths instead :P

Viluki |

The monitor lizard predator should be treated as having the same stats as say a crocodile or whatever lizards strikes the gms fancy (dragons are not lizards). In addition they should have large humps on their back which store water, thus while a dangerous predator they are also a imporant source of water.
As for a advisor their is none at least not yet, one might be picked from the children if he/she proves to be just what Koraz needs.

STraveler |
Here is the tribe revised with a different predator, advisor, and an addition of small children often riding backs of colony members. Cassarah has a trait. I honestly didn't see any of the other traits from the other categories that I have access to fitting her.
The nocturnal Vuscadorah are hunters and, for now, wanderers. They make their temporary houses in the jungle trees and in some caves of the mountains. Their diet is entirely of creatures, sentient or otherwise, and the fluids within. To them, you are either a hunter or a sacrifice to the colony.
Unable to use the web from the spinnerets for little more than a bond for building materials, they use traps and their poisons to capture prey. In times of famine, the more dominant, and therefore bigger, members of the tribe sacrifice themselves to the young, ensuring the colony's survival. Children often ride on the backs of dominant members until they are large enough to fend for themselves.
All Vuscadorah fear the open sky, as this is where their greatest enemy often strikes from: the Wyvern. Wyverns' temperament and size, as well as their ability to fly, make very dangerous prey for Vuscadorah. Wyverns, in turn, find the spider-folk to be delicious and filling.
There is no marriage, and there are no parents. Such concepts mean nothing to the Vuscadorah. When the season is right, the females decide, the dominant choosing first, decide who to spend time with. The children belong to the colony.
Leadership is chosen by a showing of dominance, either through unspoken agreement of the colony, a show of strength, or through a winning of colony trust using oratory. Leadership is generally for life, however short that may be. However, if the colony ever feels betrayed by their leader, or any other member, that individual is removed and sacrificed to the colony. The greatest insult that can be inflicted is to be exiled, as that shows that you are so useless that even your death is worthless.
Cassarah, the current leader, was chosen through unspoken agreement. Her patience as a hunter and dedication to her colony has shown her to be the wisest choice. Cassarah knows that in order to survive they must adapt and expand. In time, before the borders of their range Will be threatened, and they must be ready.
At her side stands Gailyn, a woodsman and strong Wyvern hunter. He often has the young with him, as he is one of the main trainers of hunting for the colony. (Ranger class, if not Beast Master so he can have a spider Animal companion, then he'd probably not have any AC)
LN Large Aberration
Init +2; Senses: Darkvision 60ft., Perception +6
Defense
AC 15, Touch 11, Flat-Footed 13 (+2 dex, +4 armor, -1 Size)
HP 14 (2d8+2)
Fort +2, Ref +5, Will +1
Defensive Abilities: Evasion
Offense:
Speed: 40ft.
Climb: 20ft.
Melee: Spear +3 (1d8+4/x3)
Ranged: Spear +2 (1d8+3/x3)
Special Attacks: poison (DC 12), sneak attack 1d6
Statistics:
Str 16, Dex 15, Con 13, Int 13, Wis 12, Cha 12
Base Atk +1; CMB +5; CMD 17 (29 vs trip)
Feats: Skill Focus(Stealth), Resiliency (Trait)
Skills: Bluff +6, Climb +13, Craft(Alchemy) +6, Craft(Trap) +6, Disable Device +7, Intimidate +6, Knowledge(Local) +5, Perception +6, Perform(Dance) +6, Sense Motive +6, Stealth +4
Languages: Common, Undercommon
SQ: Poison Use, Toxic (Life-Stealing Venom) 1/day, Rogue Talents (Swift Poison)
Other Gear: Spear, Lamellar (leather)
Life-Stealing Venom: Injury; save Fort DC 10 + 1/2 the user's Hit Dice + the user's Constitution modifier; frequency 1/round for 6 rounds; effect 1 Con; cure 1 save.

shrodingerscat |

Here is the tribe revised with a different predator, advisor, and an addition of small children often riding backs of colony members. Cassarah has a trait. I honestly didn't see any of the other traits from the other categories that I have access to fitting her.
** spoiler omitted **...
If you've decided to keep Cassarah N, that's cool, just checking cuz I thought you were going to change it to LN.

Anthony Krast |

Heres my contribution, finally. I feel like theres still alot of this I could add, but for now I think ive covered enough to give an idea of what im trying for.
Tribe name: Azurilaas Chosen (Azurans)
Race: Elves
Nazthulamax did not always bear that name. Before he was chosen, he was Corun, a simple hunter providing for the tribe like so many others. He enjoyed life, but secretly he longed for more, for life to be something besides hunting, eating and sleeping.
He was just the kind of elf Azurilaa had been looking for.
One night he was visited by a beatiful elven maiden. She told him she was Azurilaa, their goddess and creator. She told him that she had given his people all that they could want, yet they were not taking all that she had to offer, living reserved, modest lives when she wanted so much more for them. At first she had been content to let find this out for themselves, but in time she realized they would need help.
She told him he was to be her herald, to take these teaching and spread them to her people. She dubbed him Nazthulamax, a name favoured by the "noble" blue dragons, her emissaries in this world. It was a name most fitting for him, for he was to be her emissary amongst his people, her Prophet.
It was all a ruse ofcourse, but longing for a new meaning to life, Corun accepted it without any objection or doubt.
She told him to spread the word, to boldly procraim himself the prophet of their new goddess.
Nazthulamax did as he was told, preaching the word of Azurilaa to his tribe day and night, untill finally after almost a month, fully half the tribe had accepted their new goddess. But those who did not follow felt their way of life threatened. They told him that he and his followers would have to leave the valley, that they would have to find their own place. Surely their socalled goddess would provide them with a new home.
That night Azurilaa came to him again. She commended him for his work, and told him he should now bow to their demands. She told him to warn them, that those who did not follow would feel her wrath, for those who would insult her after all she had given them did not deserve her mercy.
The next day he warned them as she had told him to do, but they did not listen. The more vocal amongst them incited anger in the non-believers, urging them to drive him and his followers from their lands. Violence erupted elf killing elf.
Then without warning the skies darkened. Bolts of lighting rained down on the crowds, striking down those who did not believe. It took mere moments before the non-believer had either fled or thrown themselves on the ground, crying for mercy and chanting Azurilaas name to the skies.
Just as suddenly as the lightning had come, it dissapeared.
That night Azurilaa came to him a third and final time. She praised his resolve and told him he was truly the prophet.
She then bestowed upon him a spark of her power (Dragons can give sorcerous powers to people, through blood rituals), and gifted him with her most favoured dragon, to help him on his continued journey and teach him to use his new powers. From now on she would speak to him through it.
Male Elf Ranger 1 / Sorcerer 1
LN Medium Humanoid
Init +3; Senses: Low-light Vision, Perception +7
Languages: Common, Elven, Draconic
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Defense
--------------------
AC 13, Touch 13, Flat-footed 10 (+3 dex)
HP 16 (10 (Ranger), +3 (Sorcerer) +2 Con, +1 Favoured Class)
Fort +3, Ref +5, Will +2
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Offense
--------------------
Speed 30 ft.
Longbow +4 (1d8)
Battle Axe +1 (1d8)
lvl 0 spells DC 14
lvl 1 spells DC 15
--------------------
Statistics
--------------------
Str 10, Dex 16, Con 12, Int 18, Wis 10, Cha 10
BAB: +1; CMB: +1; CMD: 14
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Feats
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- Eschew Materials (Spells do not require materials with a cost of less than 1 gold)
- Undecided
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Traits
--------------------
Undecided
--------------------
Skills (16 ranks)
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- Climb[1] +4
- Bluff[2] +5
- Intimidate[2] +5
- Knowledge(Arcana)[2] +11
- Knowledge(Dungeoneering)[1] +8
- Knowledge(Geography)[1] +8
- Knowledge(Nature)[1] +8
- Perception[2] +7
- Spellcraft[1] +10(+12 to identify)
- Stealth[2] +8
- Survival[1] +4
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Racial Abilities
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Arcane Focus (+2 to cast defencively)
Elven Magic (+2 on Spell Penetration rolls, +2 on Spellcraft to identify items)
Elven Immunities (Immune to Sleep, +2 saves vs Enchantments)
Low-Light Vision (See twice as far as humans in dim light)
Keen Senses (+2 Perception)
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Special Abilities
--------------------
Bloodline (Arcane(Sage))
Bloodline Arcana (Spells powered by Int instead of Cha, 2 Knowledge(Arcana) and Spellcraft)
Bloodline Power 6/day (Arcane Bolt, Standard action to fire, 30 foot range 1d4 +1 pr two Sorcerer levels)
Cantrips
Favoured Enemy (Animal)
Track
Wild Empathy
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Spells Known
--------------------
Level 0: Detect Magic, Ghost Sound, Mage Hand, Message
Level 1[2/day]: Mage Armor, Vanish
To avoid any power conflict here, I imagine playing this as more like a familiar. While Nazthulamax doesnt actually have the Arcane Bond feature, playing it as a familiar lets me have a blue dragon advisor, without it becoming too powerful as time goes by.
The elven people have lived in the vallys between the mountains for as long as can be remembered. The tribes see all the tribes as one people, but each holds sway over its own valley, using the natural borders of the mountain ranges to divide the lands amongst them. The only interaction the tribes have with one another is to trade, the different valleys holding different resources. Every year, the tribes meet at a central vacant valley to negotiate trade agreements for the following year, and celebrate the year which has just ended. The closest thing to religion is a reverence of the land which feeds them. Only at the annual gathering do they openly perform anything approaching worship, praising the land with song and dance.
They do however believe in spirits. They believe that when they die, their spirits are reincanated in the animals of the land. They believe that they must reincarnate in this way for every animal slain to feed them while they lived, repaying the land for the bounty they enjoyed while they lived. Once their debt is paid, they believe their spirit finally goes to something akin to paradise.
For this reason, they kill only what they absolutely need, relying on plants for sustenance whenever possible.
They believe that the nearby desert bordering the mountains is the land of the spirits, for nothing of this world grows there. They believe there is an entire world there, invisible to their eyes.
That is the belief and ways of the tribes in general. Azurilaas Chosen ofcourse believe largely the same things, although the new teachings of their Goddess tell them that all the land is a gift to them from her, that they should enjoy what she has given them to the fullest. She teaches that there is no debt to be paid, simply blissful afterlife. Currently, while her followers have taken this new teaching in, they are still living as they have, the thought of simply taking from the land not yet having taken hold.
The year following his ascension to rulership, Nazthulamax preached this new gospel of Azurilaa to the other tribes, but they did not accept it, prefering to live as they always had.
This does not sit well with Azurilaa.
The bodies of the dead are treated with various herbs and flowers, before being carried into the desert. A sacred oasis lies near the desert border, which the believe to be a conduit between this world and the next. Here the dead are placed beneath the trees and burried beneath rocks. Their bodies then nourish Azurilaas most sacred ground. Every so often, the priests find a body has dissapeared. This is a great honor to the deceased and their family. They believe their goddess has taken the dead to her realm, to be her handmaidens or guards (only rarely do males get taken)
The actual fact of the matter is, Azurilaa actually takes the dead and eats them, a nice side effect of choosing elves is their tender meat. The people believe the herb and flower preparation is of spiritual significanse (and to them it is) but in actual fact, Azurilaa just wants some seasoning with her meals.
Her lair lies beneath the oasis.
The natural predators of the elves are trolls and dire bears, both of whom they believe to be the results of greedy spirits being trapped in the reincarnation cycle, forever denied passage into the spirit world. Instead they endlessly return as these foul creatures.
The packs of wolves that live in the region regularly drive off the offending creatures, so the elves have taken to living near such packs and fostering a good relationship with them (they are not domesticated, just regular use of Animal Empathy).
They believe the wolves are the spirits of those who chose to sacrifice their own passage into the spirit world, chosing instead to remain as wolves to guard their people from the bears and trolls.

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@shrodingerscat - I have to ask: How quickly do you expect this game to progress? I'm already in another PbP game on here, and I'm getting more and more interested in the Marvel Superheroes game being advertised, and I don't want to be doing too much at once - though if it goes slowly enough, I can.

Viluki |

Traditions of the "Fireos"
The desert is a trial: The desert like any enemy must be fought off, unlike most enemies it cannot be killed...still you must fight it.
Will is power, weakness be purged: Young Fireos at age 13 are sent off into the desert naked to survive for one week, success means returning as an asset to the Fireos, failure means dying and your name being struck from the tribe's history to forever ensure that the weak are punished.
Bend the land to your will: The land is not your partner, it is your enemy. Crush it and enslave it to your benifit, the land has no soul and is meant to be used. Those who believe that the desert actully gives life deserve only to be punished for their stupidity and weakness.
GM have I missed anything that would lock me out of the submissions?

Azaelas Fayth |

@Azaelas: you are welcome to propose an entirely new race or a more classic one. The idea is the development of that group's culture and it's interaction with the world and other races. There is very much an element of Kingmaker in this idea.
I had just heard of this and was curious about it. Sadly I don't have the spare time to join another game... Sorry... If you want I have plenty of Races that I might could PM to you to use.
One of which is based on Norse Dwarves.