PREMISE
Monsters and magic have faded from the mainstream, replaced by science and technology. While the most knowledgeable would not deny the possible existence of such things, the reports of such are typically discounted or not taken seriously. Hedge wizards roam the countryside, casting harmless low-level spells to help the populace. Caged goblins are used as exhibits in circuses. Clerics wander from city to city as miracle workers.
But sometimes things don't go well. Witches lay hexes on their enemies, vampires stalk the gas-lit streets and undiscovered tribes of orcs start making their presence known. These are jobs that deputies and guardsmen aren't equipped to handle, and that's when you come in. Whether contacted by law enforcement to deal with an otherworldly problem or following rumors and suspicious newspaper articles, you're on the case.
HISTORY
Over 800 years ago, the humans began an age of expansion that led to the near or total extinction of countless magical beasts and monstrous humanoids. This was fueled by new advances in science and technology that would sway even the elves, most of whom joined the humans to save and even benefit themselves. Those elves who resisted were forced into hiding or killed. The dwarves would have no direct hand in the surface slaughter, but assisted the surfacers while fighting their own battles underground.
In 0 DB, the last known dragon was killed. In 500 DB, the Kingdom of Athas launched a campaign known as the Divine Inquisition to eradicate the world of "unholy" magic and heretics, plunging the kingdom and its allies into a war with the elves and their own allies. A stalemate would eventually forced Athas to abandon its efforts, but by then the casualties were staggering. While many opposing nations of humans, elves and dwarves remained, many human, elven and even dwarven refugees fled across the ocean to found the nation of Cedrana.
The current year is 800 Dragon Break (DB), and many celebrate the occasion. The city streets are filled with ordinary citizens basking in their safety, assured that the monsters of legend are long gone. But you know better. The existence of strange and dangerous creatures is known to many, but the masses might go generations without ever encountering one. The church warns of the influence of demons and undead, but you could go your whole life without ever hearing one true account of their appearance.
MAGIC
The game takes place in Cedrana, a nation where magic is neither common nor outlawed, but rarely believed by most people. Old hedge wizards live in isolated towns, and miracles are less common than in typical D&D games. Of course, while most NPCs are restricted in the level of magic they can use, PCs are not. PCs are free to be wizards, clerics, sorcerers, etc. as normal.
TECHNOLOGY
The progress level (about 3-4 for those who know d20 Modern) is roughly equivalent to the early 1800s. It isn't steampunk! There's no fantasy superscience here. Caplock guns have entered the mainstream and the world has been explored by steamboat in all but the most dangerous of regions. Education is easily accessible in all by the smallest towns thanks to schoolhouses (in smaller settlements) and public schools and colleges (in larger settlements), and widespread printing of books and newspapers. Widespread rail travel and electrical power are mere decades away, so all travel is by horse or foot and communication by courier or face-to-face. Excepting the rare magic, of course.
CHARACTER CREATION
Standard roll method (4d6, drop lowest). Starting level 5.
Players can be humans, elves and dwarves using the standard rules. While magic is less common than before, elves have not lost touched with their affinity for it (and many elven nations still perform low-level magic frequently as matter of course). Their love of nature has been somewhat subdued thanks to the events of the past few hundred years, but many nature-conservation efforts are spearheaded by elves. Dwarves have adapted to living in surface cities, but a couple of underground dwarven cities dot Cedrana, and many dwarves even enjoy working the mines that supply the nation with much-needed materials (their mining experience has also helped keep down casualties from accidents).
Players can use any official Paizo class and feat, though I'd prefer you PM me with your concept (race, class, feats, archetypes, etc. + source of each) so I can vet material if need-be and work out how your character fits into the setting (which was altered from core to fit the "lone, secretive monster hunters" vibe!).
Gunslingers use the rules for a "guns everywhere" campaign, but don't use the stats for guns listed. (Anyone with martial weapons proficiency can use pistols/rifles, but gunslingers have rules that change when everyone has guns)
Flintlock Handgun: Cost: 50 gp, Dmg: 2d6, Crit: x3, Capacity: 1, Misfire: 1 (5 ft.), Range: 20 ft, Weight: 3 lbs., Type: B/P
Caplock Handgun: Cost: 100 gp, Dmg: 2d4, Crit: x4, Capacity: 8, Misfire: 1 (5 ft.), Range: 15 ft, Weight: 2 lbs., Type: B/P
Caplock Musket: Cost: 100 gp, Dmg: 2d10, Crit: x4, Capacity: 1, Misfire: 1 (5 ft.), Range: 70 ft, Weight: 10 lbs., Type: B/P
Caplock Rifle: Cost: 150 gp, Dmg: 2d8, Crit: x3, Capacity: 8, Misfire: 1-2 (10 ft.), Range: 40 ft, Weight: 8 lbs., Type: B/P
Handgun Ammo: Cost: 1 sp/bullet
Rifle Ammo: Cost: 5 sp/bullet
THE GAME
I'm looking for 2-4 players for a campaign that (at least in the beginning) will feature little-to-no combat (based largely on player choice). If anyone leaves/disappears, it's easy enough to introduce a new hunter, anyway. The first adventure is investigation-focused (RP and skill checks) and I feel a good fit for PbP. I'd recommend knowledge and charisma skills, and the party should have a horse and buggy as well.