Hex-Toliver's page
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Hello everyone, I'm here looking for a few players for a game I'm running currently called the Fame Game, it's a Heroes wear Masks ( A Pathfinder system based superhero game), in a setting I came up with. All of you are Mutants/ Aliens? vigilantes/ whatever, who are living on a city planet, controlled by class ism and social media forced to fight/ compete in a reality television show. It's a dystopian futuristic setting, where social clout can be the edge you need to be alive or dead.
We have a somewhat home brew element in the item system and everyone gets 1 home brew power/ effect that is unique and fits them as a character.
If this gets anyone interested i'll post a big 13. Further note tho, the 2 people i have are an eclectic group of queer weirdos. This is a violent and deadly game and my 2 players currently are not good, so don't expect a traditional hero game for this setting. I will say tho, i'm fine with whatever as long as you can move the plot along :3
We play in a discord Mondays at 830ish est, using Roll20.

As the title states, I'm trying to come up with a dungeon based around the brain. Just to give some information about what i'm sort of picturing and what the setups like. Currently i'm playing in a game where the 5 of us take turns dming, we're playing a pirate sort of game where we sail about on a boat from one island to the next, with all the misadventure in between. We basically take turns rolling up a 1-2 session dungeon/encounters that we dm, and it's my turn next week. For some reason i got struck with the idea that I wanted a dungeon based around being inside a huge floating head, its being an uber powerful magical or psionic creature. I wanted possible rooms to be projected memories or some sort of delving through this things memories as the layout, or some sort of pocket dimension effect in the dungeon. I'm thinking the end goal of said dungeon is some sickness or brain parasite that is infecting it. I'm making this for a very cheesed and very optimized 5-6 man 5th level party, not trying to purposefully TPK but the last DM's dungeon was way too easy for the party, and i want a true challenge. I know this is all over the place but if anyone has any thoughts or suggestions on the matter I'd truly appreciate the effort.

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Community! Hello all, I need help with a project that i'm undertaking that's been in the works for a second. I've been DMing for sometime and prefer pathfinder/3.5, mostly pathfinder but sometimes take/convert some stuff from 3.5 stuff. Any who, my game is going to be taking place in a world that I've got sort of a base skeleton for but need help with balance and fleshing out certain aspect and niceties. Of course all critiques and suggestions are very welcome!
My world is known as Rahi Kha, a treacherous and taxing desert world that's lethal to even the most seasoned adventurers. Survival and resource management are going to be dominating themes of this setting. Not only is this world an unforgiving wasteland but also a planar junction, a world that overlaps with other worlds. Constantly shifting, since most of the environment is dominated by sand and sand dunes, Rahi Kha unearths other worlds/ dimensions/ portals with the changing of the sands. As a dune moves with the ebb of the winds they may reveal or bury these planar phenomena. These manifestations vary wildly from a crumbling pyramid long forgotten, a door leading to a foreign realm, statues of dead gods, a blooming forest, a pocket dimension, etc. The possibilities are near limitless, I want to make it near ethereal plane/ almost dream plane esque ( but a little more substantial) similar in ways.
The races of the waste have largely become nomadic cultures, having to travel because of the chaos of the shifting sands. Only a few areas remain stable and consistent for whatever mysterious reason. These areas have been coveted and fought over ages past by multiple factions/races/cultures, often shifting hands as often as the desert shifts.
Rahi Kha society is largely governed by the Great Gems Divine, Ruby, Emerald, Sapphire, Diamond, and Topaz, all gods that have granted their powers and favor to chosen houses, creating the Great Gem Houses; The Ruby Tyrants, The Emerald Abundance, The Sapphire Seers, The Diamond Innovators, The Topaz endured. 5 great houses that hold sway over different facets and aspects of Rahi Kha. Other than the Sapphire Seers you are born into a house. Being born in a Great Gem House manifests as an intricate arcane birthmark/ tattoo that looks like flecks of whatever gemstone house they belong to, the more bright and vibrant the flecks are the more powerful the tie to that specific Great Gem Divine ( i'm thinking people with really ancient ties or powerful blood might actually have colored eyes or hair maybe, thoughts?) The Gem house hold sway over many ancient powers in the land, essential laws and tools that preside over the vast waste that is Rahi Kha. A little more on the Houses:
Ruby- a extremely militant house directly tied to Saurians, only a few human Arkaried manifest the Ruby traits. this house has the largest and most powerful army. The main host operates out of the Blood Stone Archipelago, of the 4 floating islands that comprise the archipelago, they have one island all to themselves. The Ruby Tyrants holy creed and mandate is domination and conquest. They claim that the Planar shifts treasures are their god given rights and any who scavenge the waste land without their permission will be hunted and then either enslaved or executed, or worse. Being an Lawful Evil house, the Ruby Tyrants have many laws and mandates that they impose upon the world, think of them as bloodthirsty bureaucrats. Their Handlers sell contracts to adventures to recover "their" treasures from the wastes. The Ruby Tyrants have holy mercenaries for hire, as well as slaves, and weapons/ armor for sale.
Sapphire- The Sapphire House is an odd duck among the other families; whereas they don't provide a physical services or militant power, they provide a divination ability that is unparalleled and vital to the scavenger of the wastes. This all female house can predict when and where the sands will spit out portals, they can tell how long its going to be there, and what possibly might be gained from the venture. They are also adept in long distance communication and remote sensing. This is the only house that the inhabitants aren't born into, the women of the Sapphire House are tested and trained into Seers. These women hold court at Heavens Tower.
Diamond-Favoring wits and intellect above all other, the Diamond House is a house of innovators and thinkers. This crafty house is one of the only contributors actually making products in Rahi Kha. This ingenious house observes, deconstructs, and then applies the planar items and things they are exposed to into making new things for their world. They take simple things from another world and make something new and functional for theirs. The Diamond House is mostly comprised of Entobians and a few humans. The members of the house strive to make a lasting economy based on a steady stream of products. This house is credited for inventing the sand skiffs, protection suits, sleep safe nests, planar anchors, and much more. The Diamond Innovators have largely based themselves out of what they call the Hollow. A Ginormous burnt out tree, that's massive stump serves as home to their marvelous inventions. Those that Rahi Kha has seen, and others that they haven't, The Diamond house keeps their technological secrets under wraps.
Emerald- The Emerald House is the most diverse and wide spread of he families. Comprised of almost every race, the other houses undermine them by calling them mutts and lowborn. The Emerald House capitalizes off common trade, passing the other families with their superior networking and information gathering abilities. The Emerald House also has monopoly and surplus off game, grain, and produce. Their means of acquiring such things still remains a mystery to the other houses. The Emerald House is based out of the Pyramid Gardens, a lush filled pyramid covered with plant life.
Topaz- The Topaz House initiates and upholds what the desert stands for: change. House Topaz is comprised of holy men, naturalists, and others that hold the waste in either high or religious esteem. The Topaz House is also known as the "dowsers" and have an almost supernatural sense for finding water. While they provide an essential commodity for the denizens of Rahim Khan, the Topaz House often finds themselves at odds with the other families and general populace. The Topaz House believes that that shifting planar sands is a phenomena that needs to be revered- not scavenged. While different sects of this family observes and enforces these beliefs to different extremes, one can always know they'll be somewhat hostile to "scavengers" This house is mostly comprised of the elemental's.
RACES ( Note I will be linking races and such from the pfsrd, but I will only be using parts, I will note changes both stat, culturally, and physical appearance wise.)
The adaptable and tenacious humans, surviving by their means of trades,guts, and will. The primordial but quite noble Saurians, thousands of years old, coveting lineage and ancient power. The three elemental's, Ifrit (fire), Oread (earth), and Sylph (air). All physically come from the land itself only gaining corporeal form after time. They are bonded to the desert like no other race, they are naturalist and nomads. The Dwarfs ( Complete overhaul) are animal like and savage. Cannibal barbarians, who as friend can be strong allies, but as enemy's viscous predators. The inquisitive and forward thinking Entobians, a race of insect like creatures that believe in one's place in society, every one as a cog of a machine if you will. A supremely innovative and industrious race. And lastly the Strix, a flying devil looking race that tend to be vessels ( unwillingly or willingly) for demons of the dunes (djin like beings, think daedra sort of from ElderScrolls, that preside over different domains and such, function like demi gods.) They gravitate to their shrines and like bats, roost.
Humans:As in any setting the humans of this worlds are diverse and adaptable, however 3 main cultures and aesthetic persist among the humans. Humans are going to be the only race without any physiological defenses against the unnaturally hostile desert climate. I wanted to highlight that they in fact are human and naturally more fragile than the other races but also able to acclimate in a variety of fashions; the Arkaried through superior travel and beasts of burden/speed, the Kisana with superior connections and marketing abilities (thus possible patchwork and cheap supplies), and lastly the Safeer with a almost supernatural sense for scouting and protecting possible camps and rest stops for travelers of the wastes.
1. An Arabian desert horse lord culture. These Humans are known for their pride in their powerful steeds, knowledge in rearing different breeds, and martial horseback prowess. Lets call them Arakeid They are physically identified by their tall and slender stature,but long narrow noses, and curly hair.The men generally wear keffiyehs Keffiyeh to shield themselves from the sun and either Izaar Izar or Sirwals Sirwal for pants, generally going shirtless. The women wear Hijabs [/url], while the richer women wore gem and lace incrusted Tantours. [url=http://en.wikipedia.org/wiki/Tantour]Tantour
More on the Arkaried: These humans, I think, will be more war like than either the Kisana or Safeer. I don't however want to go the obvious route of a Mongolian- esque horde scene. What I'm thinking is that they will actually be the supposed nobles out of the three human cultures. I picture a court ( not your typical inside a castle) outside where the noble men and women are upon different horses, magnificently styled in fantastic fashion's such as dyed skins and hair, eye's bred to be crazy colors, different adornments and accessories, trending hair styles, etc. I'm thinking not a single king, but rather princes of "Harras's" ( large groups). I need help on the pecking order of thing tho, like should it be a blood thing or who's most powerful thing? I don't want to make them to the brutish Mongolian type, but like i said I want them to be more of a war like culture than the others. (Can anyone help think of a blend of the two or something else as good.) Anyway, I'm going to make their society have the finest horse/ camel/ beast of burden breeders known to Rhai Kha. Such as certain breeds of theirs will take half the food and water of an animal it's same size ( which is a big deal in a world where food/water resource management is harsh.), or the ability to haul more with better endurance, and of course speed. I'm also going to make the Arkaried breed a magical animal of sorts, which is pretty crucial to their lives; a blend of a horse and a camel with the ability to grant similar camel like water retention to the rider, but only a rider who's bonded with the beast. I'm not completely sure visually, thoughts? But in the end what they embody is pride in your tools ( weapons, steeds, and such), honor your blood ( your family ), serve your kingdom ( bring glory to the Arkaried)
2. An Indian bazaar culture. A large conglomeration of merchants, dealing in spices, silks, oddities, and entertainments. A large peasant and artisan class, this group is the majority of the humans. Lets call them the Kisana. They are physically identified by their thick numerous coarse hair, and darkest skin color out of the humans. The Kisana men usually dress in loose fitting linen robes and silks, with turbans, bangles, and ornately woven and dyed sandals (depending on your status). While the women wear saris and gagra cholis Clothes of intricate design, even the poorest woman has an interesting one.
More on the Kisana: Much more adaptive than the other two Human types. Kisana human culture is largely based around caravans, travel, and trade thus the community it creates. Large groups of Kisana ban together to form groups of merchants/tradesmen and their families. While the Kisana are a very close knit people they are very amicable and open to other cultures and peoples. Kisana have a gift for languages, and have good ears for differentiating accents. Kisana also are very shrewd, while welcoming to outsiders Kisana, as children, are taught a game of lies and truths; this game is meant to teach a lesson and a practiced skill, honing ones ability to discern truth from fiction. These practices help them in their ability to haggle and read peoples intentions. Kisana are also taught that when hands are idle they are being wasted. The children are taught very young to hone some sort of good that can be sold and traded, also to appraise the craftsmanship of others.
3. A Moroccan culture that is a bit more secluded than the other humans,they are famed for their sling warriors, ability to find and both protect and obscure shelters, and seemingly capricious taboos, which in fact are an intricate and ancient laws of hospitality. Let's call them the Safeer. Physically they are identified by their strictly shaven heads (men and women), copper skin, and varying shades of grey eyes, and smallest statures of the human. Both the men and women wear the unisex djellaba Djellaba, having the qob hat to protect them from the winds. Both the men and women also wear balghas,Balgha soft leather slippers with no heel for the men while the women (it varies) can have heeled ones as high as 5 inches. The men where fezzes upon their heads at times of celebration.
More on the Safeer: much more secretive and spread out than the other two human kinds, the Safeer, or the Children of Sanctuary have a quite remarkable ability to find safe spots in the wastes. Whether that's a campsite for a night or a hidden shelter for years. The Safeer abide by an old, complex, and sacred set of rules around hospitality and hosting the wretched/lost/sick/poor/injured of the wastes for a time. For an outsiders to even have found an oasis of the Safeer grants audience, but from there a ritual of greeting begins. If things are botched with either aggression/ rudeness/ or disrespect for the land or the sanctuary than the Safeer disappear and it's near impossible to find their shelter. Once granted entrance a series of hosting rituals continue. The Safeer are talented at creating structures that not only blend in but also are integrated into the environment. They also have a knack for finding water sources, building upon them and protecting them fiercely. Some Safeer, ( sacrilegious to other Safeer) actually build hidden bungalows and hotels, renting out for coin. It's to be noted the traditional Safeer's hosting ritual is not just custom, it's actually an ancient ley lines magic that protects and hides those inside that have agreed to and participated in the ritual.
More on other races/cultures later.

Hello all, I need help with a project that i'm undertaking that's been in the works for a second. I've been DMing for sometime and prefer pathfinder/3.5, mostly pathfinder but sometimes take/convert some stuff from 3.5 stuff. Any who, my game is going to be taking place in a world that I've got sort of a base skeleton for but need help with balance and fleshing out certain aspect and niceties. Of course all critiques and suggestions are very welcome!
My world is known as Rahi Kha, a treacherous and taxing desert world that's lethal to even the most seasoned adventurers. Survival and resource management are going to be dominating themes of this setting. Not only is this world an unforgiving wasteland but also a planar junction, a world that overlaps with other worlds. Constantly shifting, since most of the environment is dominated by sand and sand dunes, Rahi Kha unearths other worlds/ dimensions/ portals with the changing of the sands. As a dune moves with the ebb of the winds they may reveal or bury these planar phenomena. These manifestations vary wildly from a crumbling pyramid long forgotten, a door leading to a foreign realm, statues of dead gods, a blooming forest, a pocket dimension, etc. The possibilities are near limitless, I want to make it near ethereal plane/ almost dream plane esque ( but a little more substantial) similar in ways.
The races of the waste have largely become nomadic cultures, having to travel because of the chaos of the shifting sands.Since a desert can only yield so much in the way of resources the races have made a habit of siphoning off other worlds things. Only a few areas remain stable and consistent for whatever mysterious reason. These areas have been coveted and fought over ages past by multiple factions/races/cultures, often shifting hands as often as the desert shifts.
Rahi Kha society is largely governed by the Great Gems Divine, Ruby, Emerald, Sapphire, Diamond, and Topaz, all gods that have granted their powers and favor to chosen houses, creating the Great Gem Houses; The Ruby Tyrants, The Emerald Abundance, The Sapphire Seers, The Diamond Innovators, The Topaz endured. 5 great houses that hold sway over different facets and aspects of Rahi Kha. Other than the Sapphire Seers you are born into a house. Being born in a Great Gem House manifests as an intricate arcane birthmark/ tattoo that looks like flecks of whatever gemstone house they belong to, the more bright and vibrant the flecks are the more powerful the tie to that specific Great Gem Divine ( i'm thinking people with really ancient ties or powerful blood might actually have colored eyes or hair maybe, thoughts?) The Gem house hold sway over many ancient powers in the land, essential laws and tools that preside over the vast waste that is Rahi Kha. A little more on the Houses:
Ruby- a extremely militant house directly tied to Saurians, only a few human Arkaried manifest the Ruby traits. this house has the largest and most powerful army. The main host operates out of the Blood Stone Archipelago, of the 4 floating islands that comprise the archipelago, they have one island all to themselves. The Ruby Tyrants holy creed and mandate is domination and conquest. They claim that the Planar shifts treasures are their god given rights and any who scavenge the waste land without their permission will be hunted and then either enslaved or executed, or worse. Being an Lawful Evil house, the Ruby Tyrants have many laws and mandates that they impose upon the world, think of them as bloodthirsty bureaucrats. Their Handlers sell contracts to adventures to recover "their" treasures from the wastes. The Ruby Tyrants have holy mercenaries for hire, as well as slaves, and weapons/ armor for sale.
Sapphire- The Sapphire House is an odd duck among the other families; whereas they don't provide a physical services or militant power, they provide a divination ability that is unparalleled and vital to the scavenger of the wastes. This all female house can predict when and where the sands will spit out portals, they can tell how long its going to be there, and what possibly might be gained from the venture. They are also adept in long distance communication and remote sensing. This is the only house that the inhabitants aren't born into, the women of the Sapphire House are tested and trained into Seers. These women hold court at Heavens Tower.
Diamond-Favoring wits and intellect above all other, the Diamond House is a house of innovators and thinkers. This crafty house is one of the only contributors actually making products in Rahi Kha. This ingenious house observes, deconstructs, and then applies the planar items and things they are exposed to into making new things for their world. They take simple things from another world and make something new and functional for theirs. The Diamond House is mostly comprised of Entobians and a few humans. The members of the house strive to make a lasting economy based on a steady stream of products. This house is credited for inventing the sand skiffs, protection suits, sleep safe nests, planar anchors, and much more. The Diamond Innovators have largely based themselves out of what they call the Hollow. A Ginormous burnt out tree, that's massive stump serves as home to their marvelous inventions. Those that Rahi Kha has seen, and others that they haven't, The Diamond house keeps their technological secrets under wraps.
Emerald- The Emerald House is the most diverse and wide spread of he families. Comprised of almost every race, the other houses undermine them by calling them mutts and lowborn. The Emerald House capitalizes off common trade, passing the other families with their superior networking and information gathering abilities. The Emerald House also has monopoly and surplus off game, grain, and produce. Their means of acquiring such things still remains a mystery to the other houses. The Emerald House is based out of the Pyramid Gardens, a lush filled pyramid covered with plant life.
Topaz- The Topaz House initiates and upholds what the desert stands for: change. House Topaz is comprised of holy men, naturalists, and others that hold the waste in either high or religious esteem. The Topaz House is also known as the "dowsers" and have an almost supernatural sense for finding water. While they provide an essential commodity for the denizens of Rahim Khan, the Topaz House often finds themselves at odds with the other families and general populace. The Topaz House believes that that shifting planar sands is a phenomena that needs to be revered- not scavenged. While different sects of this family observes and enforces these beliefs to different extremes, one can always know they'll be somewhat hostile to "scavengers" This house is mostly comprised of the elemental's.
RACES ( Note I will be linking races and such from the pfsrd, but I will only be using parts, I will note changes both stat, culturally, and physical appearance wise.)
The adaptable and tenacious humans, surviving by their means of trades,guts, and will. The primordial but quite noble Saurians, thousands of years old, coveting lineage and ancient power. The three elemental's, Ifrit (fire), Oread (earth), and Sylph (air). All physically come from the land itself only gaining corporeal form after time. They are bonded to the desert like no other race, they are naturalist and nomads. The Dwarfs ( Complete overhaul) are animal like and savage. Cannibal barbarians, who as friend can be strong allies, but as enemy's viscous predators. The inquisitive and forward thinking Entobians, a race of insect like creatures that believe in one's place in society, every one as a cog of a machine if you will. A supremely innovative and industrious race. And lastly the Strix, a flying devil looking race that tend to be vessels ( unwillingly or willingly) for demons of the dunes (djin like beings, think daedra sort of from ElderScrolls, that preside over different domains and such, function like demi gods.) They gravitate to their shrines and like bats, roost.
Humans:As in any setting the humans of this worlds are diverse and adaptable, however 3 main cultures and aesthetic persist among the humans. Humans are going to be the only race without any physiological defenses against the unnaturally hostile desert climate. I wanted to highlight that they in fact are human and naturally more fragile than the other races but also able to acclimate in a variety of fashions; the Arkaried through superior travel and beasts of burden/speed, the Kisana with superior connections and marketing abilities (thus possible patchwork and cheap supplies), and lastly the Safeer with a almost supernatural sense for scouting and protecting possible camps and rest stops for travelers of the wastes.
1. An Arabian desert horse lord culture. These Humans are known for their pride in their powerful steeds, knowledge in rearing different breeds, and martial horseback prowess. Lets call them "Arakeid" They are physically identified by their tall and slender stature,but long narrow noses, and curly hair.The men generally wear keffiyehs (http://en.wikipedia.org/wiki/Keffiyeh) to shield themselves from the sun and either Izaar (http://en.wikipedia.org/wiki/Izaar) or Sirwals (http://en.wikipedia.org/wiki/Sirwal) for pants, generally going shirtless. The women wear Hijabs (http://en.wikipedia.org/wiki/Hijab), while the richer women wore gem and lace incrusted Tantours. (http://en.wikipedia.org/wiki/Tantour)
More on the Arkaried: These humans, I think, will be more war like than either the Kisana or Safeer. I don't however want to go the obvious route of a Mongolian- esque horde scene. What I'm thinking is that they will actually be the supposed nobles out of the three human cultures. I picture a court ( not your typical inside a castle) outside where the noble men and women are upon different horses, magnificently styled in fantastic fashion's such as dyed skins and hair, eye's bred to be crazy colors, different adornments and accessories, trending hair styles, etc. I'm thinking not a single king, but rather princes of "Harras's" ( large groups). I need help on the pecking order of thing tho, like should it be a blood thing or who's most powerful thing? I don't want to make them to the brutish Mongolian type, but like i said I want them to be more of a war like culture than the others. (Can anyone help think of a blend of the two or something else as good.) Anyway, I'm going to make their society have the finest horse/ camel/ beast of burden breeders known to Rhai Kha. Such as certain breeds of theirs will take half the food and water of an animal it's same size ( which is a big deal in a world where food/water resource management is harsh.), or the ability to haul more with better endurance, and of course speed. I'm also going to make the Arkaried breed a magical animal of sorts, which is pretty crucial to their lives; a blend of a horse and a camel with the ability to grant similar camel like water retention to the rider, but only a rider who's bonded with the beast. I'm not completely sure visually, thoughts? But in the end what they embody is pride in your tools ( weapons, steeds, and such), honor your blood ( your family ), serve your kingdom ( bring glory to the Arkaried)
2. An Indian bazaar culture. A large conglomeration of merchants, dealing in spices, silks, oddities, and entertainments. A large peasant and artisan class, this group is the majority of the humans. Lets call them the Kisana. They are physically identified by their thick numerous coarse hair, and darkest skin color out of the humans. The Kisana men usually dress in loose fitting linen robes and silks, with turbans, bangles, and ornately woven and dyed sandals (depending on your status). While the women wear saris and gagra cholis (http://en.wikipedia.org/wiki/Clothing_in_India) of intricate design, even the poorest woman has an interesting one.
More on the Kisana: Much more adaptive than the other two Human types. Kisana human culture is largely based around caravans, travel, and trade thus the community it creates. Large groups of Kisana ban together to form groups of merchants/tradesmen and their families. While the Kisana are a very close knit people they are very amicable and open to other cultures and peoples. Kisana have a gift for languages, and have good ears for differentiating accents. Kisana also are very shrewd, while welcoming to outsiders Kisana, as children, are taught a game of lies and truths; this game is meant to teach a lesson and a practiced skill, honing ones ability to discern truth from fiction. These practices help them in their ability to haggle and read peoples intentions. Kisana are also taught that when hands are idle they are being wasted. The children are taught very young to hone some sort of good that can be sold and traded, also to appraise the craftsmanship of others.
3. A Moroccan culture that is a bit more secluded than the other humans,they are famed for their sling warriors, ability to find and both protect and obscure shelters, and seemingly capricious taboos, which in fact are an intricate and ancient laws of hospitality. Let's call them the Safeer. Physically they are identified by their strictly shaven heads (men and women), copper skin, and varying shades of grey eyes, and smallest statures of the human. Both the men and women wear the unisex djellaba (http://en.wikipedia.org/wiki/Djellaba), having the qob hat to protect them from the winds. Both the men and women also wear balghas,(http://en.wikipedia.org/wiki/Balgha) soft leather slippers with no heel for the men while the women (it varies) can have heeled ones as high as 5 inches. The men where fezzes upon their heads at times of celebration.
More on the Safeer: much more secretive and spread out than the other two human kinds, the Safeer, or the Children of Sanctuary have a quite remarkable ability to find safe spots in the wastes. Whether that's a campsite for a night or a hidden shelter for years. The Safeer abide by an old, complex, and sacred set of rules around hospitality and hosting the wretched/lost/sick/poor/injured of the wastes for a time. For an outsiders to even have found an oasis of the Safeer grants audience, but from there a ritual of greeting begins. If things are botched with either aggression/ rudeness/ or disrespect for the land or the sanctuary than the Safeer disappear and it's near impossible to find their shelter. Once granted entrance a series of hosting rituals continue. The Safeer are talented at creating structures that not only blend in but also are integrated into the environment. They also have a knack for finding water sources, building upon them and protecting them fiercely. Some Safeer, ( sacrilegious to other Safeer) actually build hidden bungalows and hotels, renting out for coin. It's to be noted the traditional Safeer's hosting ritual is not just custom, it's actually an ancient ley lines magic that protects and hides those inside that have agreed to and participated in the ritual.

Community! Hello all, I need help with a project that i'm undertaking that's been in the works for a second. I've been DMing for sometime and prefer pathfinder/3.5, mostly pathfinder but sometimes take/convert some stuff from 3.5 stuff. Any who, my game is going to be taking place in a world that I've got sort of a base skeleton for but need help with balance and fleshing out certain aspect and niceties. Of course all critiques and suggestions are very welcome!
My world is known as Rahi Kha, a treacherous and taxing desert world that's lethal to even the most seasoned adventurers. Survival and resource management are going to be dominating themes of this setting. Not only is this world an unforgiving wasteland but also a planar junction, a world that overlaps with other worlds. Constantly shifting, since most of the environment is dominated by sand and sand dunes, Rahi Kha unearths other worlds/ dimensions/ portals with the changing of the sands. As a dune moves with the ebb of the winds they may reveal or bury these planar phenomena. These manifestations vary wildly from a crumbling pyramid long forgotten, a door leading to a foreign realm, statues of dead gods, a blooming forest, a pocket dimension, etc. The possibilities are near limitless, I want to make it near ethereal plane/ almost dream plane esque ( but a little more substantial) similar in ways.
I'll post on race, religion, environment, magic, places, and more soon. Please stay tuned and tell me what ya think of the idea, cheers!
Hello everyone, new poster here.
I use the Pathfinder SRD a lot, it's a very useful tool in my gaming experience. And at one point or another on the SRD, whilst perusing about looking at other things I came across a link or pdf to a list/table of many class archetypes that are not listed on the class archetype pages. Does anyone know what i speak of? Or am i just crazy.
Many thanks.
-Hex
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