Curthew

Young Thaddeus's page

3 posts. Alias of Neirikr.




Each year, as spring turns to summer, the Acadamae—Korvosa's prestigious school of the arcane arts—opens its gates to the city to host the Breaching Festival: a carnival-like day on which a group of hopefuls try to enter the famed magical university's Hall of Wards by whatever means they can. Testing their luck against the abjurers' strongest defences, the competitors pull out all the stops as they vie for a chance to earn extravagant wealth, magical might, and the praise and admiration of an entire city. Yet no one has emerged victorious from the Breaching in over a century and a half, and a great many contestants have gone missing entirely after bypassing the school's defences. This year's festival promises to be the deadliest trial the school has ever known, and the school's headmaster has invited the heroes to participate, against the contest's long-standing traditions. Is it possible that they will uncover the secrets of the Breaching's long stretch of years without a victor? Or will they simply fall victim to the Acadamae's unseen guardians?

Hello! This is the recruitment thread for my iteration of Academy of Secrets, a 13th-level adventure module for PF1. My plan is to have a total of five players, and I already have two lined up, so I'm looking to add three more. The aforementioned players are going to be building an elven diviner (LG) and a tiefling cleric of Asmodeus (LE). Obviously, in addition to other criteria, builds and character concepts that complement these choices will have a better chance of making it in.

The adventure is set in Korvosa, a former colony of Cheliax in south-eastern Varisia, now a de facto independent city state. This is the same city in which the bulk of the Curse of the Crimson Throne Adventure Path takes place, though Academy of Secrets is set before the events of that campaign. While King Eodred still technically rules Korvosa, he is on his deathbed, leaving much of the day-to-day administration in the hands of his young queen, Ileosa Arabasti. Most of this adventure will take place within the Acadamae, so the wider political situation won't be all that relevant, but this might preclude some character concepts which rely on post-CotC content.

Full guidelines for character creation can be found in the spoilers below. As 13th-level characters, the PCs have no doubt already made names for themselves. When you're planning your character's backstory, think about what successes they've already had in their careers—the sorts of exploits that might have led the headmaster to consider them for the Breaching Festival. They could be a local celebrity (either from Korvosa itself or elsewhere in Varisia), a prominent member of a local faction (e.g., a burglar from the Cerulean Society, a soldier from the Korvosan Guard or the Sable Company, a Hellknight from the Order of the Nail, a student or a staff-member from the rival Theumanexus College), or even a graduate of the Acadamae itself. Characters that fit well in the setting will be favoured over others.

Due to both the milieu and themes of the adventure, magic and planar stuff (especially of the hellish variety) will have a strong presence. However, the Breaching isn't solely a test magical aptitude, but also cleverness and resilience—there is a reason the usual invitees tend to consist of burglars and lock-breakers from the local underworld. There'll be need for both muscle and wit. A total meathead of a barbarian might seem hard to fit in, but the headmaster is (for his own reasons) gathering a group of invitees who are allowed to work together, so it's not out of the question that some of the contestants were scouted out as muscle.

CHARACTER CREATION:
Ability Scores: purchased using the High Fantasy point-buy (20 points)
Classes: all classes are allowed, though some might require more justification than others*
Races: Core is preferable, but all races are allowed with the proper justification*
Hit Points: PFS style (max HP at first level, ½ + 1 thereafter)
Traits: two traits, with the option of taking a drawback for a third; if a drawback is chosen, it should be something that actually hinders your character
Alignment: no restrictions, as long as you know how to behave yourself**
Starting Wealth: standard WLB for 13th level characters (140,000 gp)
House Rules: background skills, unchained disease and poison rules, stamina points (free for fighters), and PFS style scrolls (no distinction between arcane and divine)
Third Party Materials: none (period)

*While I don't outright exclude any options, I encourage you to create characters that fit the setting and themes of the adventure as tightly as possible. Obviously, a multiclass gunslinger/ninja catfolk might not be the best fit for this particular module, whereas a Chelaxian wizard or a Hellknight would be very much on brand.

**The module is not especially geared towards any specific alignment, and sensibly evil (read: cooperative) characters should fit right in. However, this will need to be discussed on a case-by-case basis. I don't expect any of you to use your alignment as an excuse to act like a jerk, but I feel like it can't be overstated that such behaviour is not at all acceptable. PvP will not happen without the full, enthusiastic consent of everyone involved.

PLAYER EXPECTATIONS:

It would be preferable if everyone posted at least once a day. I understand if you can't, but I will do my best to stick to that schedule, as well as attempt to keep things moving by botting people who are holding things up too long.

If you know you'll be unable to post for a longer period of time, please let me know. I know I'm just a random dude on the internet, but I will worry about you if you disappear on me without an explanation. For botting purposes, you should also give me a general idea of what you would like your character to do in your absence, even if you don't have time to come up with an elaborate in-character post.

Before we start playing, I'll want both character sheets and background info to be easily accessible. Create an alias and either type everything in there, or link to a sheet elsewhere. Just try to make the formatting as clear as possible, for my sanity.

~

There's a lot of info in the two spoilers below, but you are under no compulsion to memorise the entire lore-dump (especially so if your character doesn't have a previous connection to the university). However, I wouldn't recommend reading the wiki when it comes to the Acadamae—there are a lot of potential spoilers in there. Please use this as your primary source on the institution in question, and if you can't find an answer below, feel free to ask me!

ON THE ACADAMAE:

Tourists and residents to Korvosa cannot hope to ignore the presence of the Acadamae: since its founding in 4473 AR by Lord Volshyenek Ornelos, the school has grown from a lone manse atop Citadel Crest to a miniature city, capable of supporting the needs of its students and faculty without much need for them to leave the grounds. Those who exit do so in groups as part of their studies or to shop at the Gilded Orrery, a magic shop mainly catering to Acadamaeans. Visitors are not welcome on the grounds except during the Breaching Festival or if they have direct business with the school. Messengers, deliveries, and even repairs are watched with the utmost scrutiny, for fear that the secrets of the school might somehow leave its grounds—or worse, that the many wards protecting the outside world from centuries' worth of concentrated magic-use might somehow be damaged by the wrong person wandering into the wrong corner of the campus.

Prestigious and highly esteemed, the college attracts students from as far away as distant Geb, and even from Cheliax itself—to the annoyance of the far-more ancient colleges there. Korvosa benefits greatly from the Acadamae's fame. As such, the city helps sponsor the college with tax funds, and instructors in the school receive exemptions based on the recognition they bring. Though technically still under the dominion of the Crimson Throne, in practise the monarch has no power to enforce their authority over the goings-on in the campus, which is ruled over by the school's headmaster, who holds absolute control over the school and how it is run.

Originally a universalist institution, with the death of Aroden and the rise of diabolism in the motherland, the school became heavily involved in the summoning of devils. While it does not actively promote an evil agenda, the college nonetheless tolerates diabolism and devil-worship. Despite this lenience towards evil, the college remains a truly Chelaxian and Korvosan institution, and as such it does not allow for wanton destruction or chaos. The evil it embraces is precise, organised, and regimented. Most of the faculties work together in relative harmony, and those that cannot frequently interact only in the most formalised ways possible. However, there has been an increasing animosity between students of conjuration and necromancy, which has recently led to multiple spell duels, both formal and informal.

Despite its shift towards the infernal (or perhaps because of it), the Acadamae is a very conservative institution: it focuses exclusively on wizardry, and each student is required to specialise in a school of magic. In accordance with the ancient traditions of Azlant and Thassilon, divination is considered a universal school, taught to all students but restricted as an area of focus. All students must likewise receive instruction in conjuration, and face a gruelling examination in that field before they can graduate. Failing or and dropping out are not options—students either graduate or die trying. During the first three years of their studies, the apprentices are used as slave labour by the staff and the senior students, and they are taught next to nothing. Two of every ten apprentices at the Acadamae do not survive these first years—being slain by magic traps, wayward spells, or murderous imps, or simply dying from exhaustion or carelessness. The remaining eight advance to full studentship, though in the end only seven in ten pupils survive their full decade of instruction. Of these alumni, roughly half become conjurers, with evokers and necromancers tying for the second most-common specialisations. However, the Acadamae also seems to produce a disproportionately high number of powerful enchanters.

The school makes no attempt at contacting the bereaved of recently dead students. Since few people unconnected with the Acadamae know what happens within its walls, the college births abundant (and sometimes ludicrous) rumours: it is said, for example, that those attempting to quit the school become test subjects for their prospective necromancers, but to date no one has verified these horror stories. Despite its strict isolation, the university's presence still affects the locals indirectly. Due to failed summoning rituals by hapless pupils, there is a great number of unbound imps which make their homes on the Acadamae's campus. These little devils frequently take to the air, flitting about above the campus and across Korvosa. Their sky-bound battles with the native pseudodragons are a local spectacle.

ON THE BREACHING FESTIVAL:

One of the Acadamae's greatest traditions is the yearly Breaching Festival, first held in 4544 AR. The event is a competition: a group of top pupils and a small ensemble of hand-picked outsiders (usually members of Korvosa's underworld) seek to prove their skill by breaking into the supposedly impregnable Hall of Wards, which houses the Acadamae's practitioners of abjuration. So far there has been only a single person who has managed to breach the hall: Dyson Fordyce succeeded where all others have failed as early as 4551 AR, winning on a technicality, with no one managing to repeat the feat since. In addition to the invited participants, the annual event draws hundreds of onlookers, who fill the Acadamae's grounds and stare in wonder at the secretive college's otherwise closed campus. Tiefling guards and senior students manning the gates prevent beggars and riff-raff from entering the grounds, and as a rule no human child shorter than a dwarf is allowed to enter.

Beginning at sunrise and continuing until sunset, the contestants attempt to penetrate the defences of the Hall of Wards and to step foot anywhere within the building. Two-dozen Korvosan Guards patrol the interior as impartial observers, looking for a victor. The rules dictate that only a single wizard may stay within the Hall to defend it against its potential invaders. For the most part, this young abjurer (selected by the head of the school) has little to do but watch, as the building's magical and mundane wards and protections prove more than sufficient. There is no doubt many of these defences are highly lethal: all contestants must sign forms ratified by the local temple of Asmodeus, which release the Acadamae of any liability for any misfortune suffered as a result of the contest, and multiple invitees have perished or even disappeared entirely. However, the deadly and mysterious nature of the competition has only increased its popularity amongst Korvosans.

~

The deadline is for submissions is Wednesday, September 1st at 5 p.m. EST.


Maps | Monsters | NPCs

Each year, as spring turns to summer, the Acadamae—Korvosa's prestigious school of the arcane arts—opens its gates to the city to host the Breaching Festival: a carnival-like day on which a group of hopefuls try to enter the famed magical university's Hall of Wards by whatever means they can. Testing their luck against the abjurers' strongest defences, the competitors pull out all the stops as they vie for a chance to earn extravagant wealth, magical might, and the praise and admiration of an entire city. Yet no one has emerged victorious from the Breaching in over a century and a half, and a great many contestants have gone missing entirely after bypassing the school's defences. This year's festival promises to be the deadliest trial the school has ever known, and the school's headmaster has invited the heroes to participate, against the contest's long-standing traditions. Is it possible that they will uncover the secrets of the Breaching's long stretch of years without a victor? Or will they simply fall victim to the Acadamae's unseen guardians?

Welcome! You two have already met, though somewhat briefly, in GM Rennai's Conquest of Bloodsworn Vale. I'll give you a while to come up with at least basic ideas for your characters. Once you've picked your concepts (race, class, and general role within the group), I'll open up a recruitment thread to fill out the party. I think I'll go for a total of five players, with the expectation that we'll lose at least one to the usual ravages of play-by-post. You'll have a say on who I pick, as well—I'll PM you for your input once we have enough candidates to choose from.

Full guidelines for character creation can be found below. As 13th-level characters, the PCs have doubtlessly already made names for themselves. When thinking about your character's backstory, think about what successes they've already had in their careers—the sorts of exploits might lead the headmaster to consider them for the Breaching. They might be a local celebrity (either from Korvosa itself or elsewhere in Varisia), a prominent member of a local faction (a burglar from the Cerulean Society, a soldier from the Korvosan Guard or the Sable Company, a Hellknights from the Order of the Nail, a student or staff-member from the rival Theumanexus College, etc.), or even a graduate of the Acadamae itself.

CHARACTER CREATION:

Ability Scores: purchased using the High Fantasy point-buy (20 points)
Classes: all classes are allowed, though some might require more justification than others*
Races: Core is preferable, but all races are allowed with the proper justification*
Hit Points: PFS style (max HP at first level, ½ + 1 thereafter)
Traits: two traits, with the option of taking a drawback for a third; if a drawback is chosen, it should be something that actually hinders your character
Alignment: no restrictions, as long as you know how to behave yourself**
Starting Wealth: standard WLB for 13th level characters (140,000 gp)
House Rules: background skills, unchained disease and poison rules, stamina points (free for fighters), and PFS style scrolls (no distinction between arcane and divine)
Third Party Materials: none (period)

*While I don't outright exclude any options, I encourage you to create characters that fit the setting and themes of the adventure as tightly as possible. Obviously, a multiclass gunslinger/ninja catfolk might not be the best fit for this particular module, whereas a Chelaxian wizard or a Hellknight would be very much on brand.

**The module is not especially geared towards any specific alignment, and sensibly evil (read: cooperative) characters should fit right in. However, this will need to be discussed on a case-by-case basis. I don't expect any of you to use your alignment as an excuse to act like a jerk, but I feel like it can't be overstated that such behaviour is not at all acceptable. PvP will not happen without the full, enthusiastic consent of everyone involved.

PLAYER EXPECTATIONS:

It would be preferable if everyone posted at least once a day. I understand if you can't, but I will do my best to stick to that schedule, as well as attempt to keep things moving by botting people who are holding things up too long.

If you know you'll be unable to post for a longer period of time, please let me know. I know I'm just a random dude on the internet, but I will worry about you if you disappear on me without an explanation. For botting purposes, you should also give me a general idea of what you would like your character to do in your absence, even if you don't have time to come up with an elaborate in-character post.

Before we start playing, I'll want both character sheets and background info to be easily accessible. Create an alias and either type everything in there, or link to a sheet elsewhere. Just try to make the formatting as clear as possible, for my sanity.

~

ON THE ACADAMAE:
Tourists and residents to Korvosa cannot hope to ignore the presence of the Acadamae: since its founding in 4473 AR by Lord Volshyenek Ornelos, the school has grown from a lone manse atop Citadel Crest to a miniature city, capable of supporting the needs of its students and faculty without much need for them to leave the grounds. Those who exit do so in groups as part of their studies or to shop at the Gilded Orrery, a magic shop mainly catering to Acadamaeans. Visitors are not welcome on the grounds except during the Breaching Festival or if they have direct business with the school. Messengers, deliveries, and even repairs are watched with the utmost scrutiny, for fear that the secrets of the school might somehow leave its grounds—or worse, that the many wards protecting the outside world from centuries' worth of concentrated magic-use might somehow be damaged by the wrong person wandering into the wrong corner of the campus.

Prestigious and highly esteemed, the college attracts students from as far away as distant Geb, and even from Cheliax itself—to the annoyance of the far-more ancient colleges there. Korvosa benefits greatly from the Acadamae's fame. As such, the city helps sponsor the college with tax funds, and instructors in the school receive exemptions based on the recognition they bring. Though technically still under the dominion of the Crimson Throne, in practise the monarch has no power to enforce their authority over the goings-on in the campus, which is ruled over by the school's headmaster, who holds absolute control over the school and how it is run.

Originally a universalist institution, with the death of Aroden and the rise of diabolism in the motherland, the school became heavily involved in the summoning of devils. While it does not actively promote an evil agenda, the college nonetheless tolerates diabolism and the worship of Asmodeus. Despite this lenience towards evil, the college remains a truly Chelaxian and Korvosan institution, and as such it does not allow for wanton destruction or chaos. The evil it embraces is precise, organised, and regimented. Most of the schools work together in relative harmony, and those that cannot frequently interact only in the most formalised ways possible. However, there has been an increasing animosity between students of conjuration and necromancy, which has recently led to multiple spell duels, both formal and informal.

Despite its shift towards the infernal (or perhaps because of it), the Acadamae is a very conservative institution: it focuses exclusively on wizardry, and each student is required to specialise in a school of magic. In accordance with the ancient traditions of Azlant and Thassilon, divination is considered a universal school, taught to all students but restricted as an area of focus. All students must likewise receive instruction in conjuration, and face a gruelling examination in that field before they can graduate. Failing or and dropping out are not options—students either graduate or die trying. During the first three years of their studies, the apprentices are used as slave labor by the staff and the senior students, and they are taught next to nothing. Two of every ten apprentices at the Acadamae do not survive these first years—being slain by magic traps, wayward spells, or murderous imps, or simply dying from exhaustion or carelessness. The remaining eight advance to full studentship, though in the end only seven in ten pupils survive their full decade of instruction. Of these alumni, roughly half become conjurers, with evokers and necromancers tying for the second most-common specialisations. However, the Acadamae also seems to produce a disproportionately high number of powerful enchanters.

The school makes no attempt at contacting the bereaved of recently dead students. Since few people unconnected with the Acadamae know what happens within its walls, the college births abundant (and sometimes ludicrous) rumors: it is said, for example, that those attempting to quit the school become test subjects for their prospective necromancers, but to date no one has verified these horror stories. Despite its strict isolation, the university's presence still affects the locals indirectly. Due to failed summoning rituals by hapless pupils, there is a great number of unbound imps which make their homes on the Acadamae's campus. These little devils frequently take to the air, flitting about above the campus and across Korvosa. Their skybound battles with the native pseudodragons are a local spectacle.

ON THE BREACHING FESTIVAL:
One of the Acadamae's greatest traditions is the yearly Breaching Festival, first held in 4544 AR. The event is a competition: a group of top pupils and a small ensemble of hand-picked outsiders (usually members of Korvosa's underworld) seek to prove their skill by breaking into the supposedly impregnable Hall of Wards, which houses the Acadamae's practitioners of abjuration. So far there has been only a single person who has managed to breach the hall: Dyson Fordyce succeeded where all others have failed as early as 4551 AR, winning on a technicality, with no one managing to repeat the feat since. In addition to the invited participants, the annual event draws hundreds of onlookers, who fill the Acadamae's grounds and stare in wonder at the secretive college's otherwise closed campus. Tiefling guards and senior students manning the gates prevent beggars and riff-raff from entering the grounds, and as a rule no human child shorter than a dwarf is allowed to enter.

Beginning at sunrise and continuing until sunset, the contestants attempt to penetrate the defences of the Hall of Wards and to step foot anywhere within the building. Two-dozen Korvosan Guards patrol the interior as impartial observers, looking for a victor. The rules dictate that only a single wizard may stay within the Hall to defend it against its potential invaders. For the most part, this young abjurer (selected by the head of the school) has little to do but watch, as the building's magical and mundane wards and protections prove more than sufficient. There is no doubt many of these defences are highly lethal: all contestants must sign forms ratified by the local Temple of Asmodeus, which release the Acadamae of any liability for any misfortune suffered as a result of the contest, and multiple invitees have perished or even disappeared entirely. However, the deadly and mysterious nature of the competition has only increased its popularity amongst Korvosans.

There's a lot of info in the last two spoilers, but you don't have to memorise the entire lore-dump (especially so if your character doesn't have a previous connection to the university). However, I wouldn't recommend reading the wiki when it comes to the Acadamae—there are a lot of potential spoilers in there. Please use this as your primary source on the institution in question, and if you can't find an answer above, feel free to ask me!


Maps | Monsters | NPCs

"Mortal! the loftiest attributes of men,
Reason and Knowledge, only thus contemn,
Still let the Prince of Lies, without control,
With shows, and mocking charms delude thy soul."

Dot in and delete to have the game show up in your campaigns.


Greetings and felicitations! Dot into the gameplay thread and delete so you know when we're getting started. You know the deal.


"Don't you know that a midnight hour comes when everyone has to take off his mask?"


Maps | Monsters | NPCs

"Come not between the dragon and his wrath."

Dot in and delete to have the game show up in your campaigns.


Maps | Monsters | NPCs

ABOUT BELHAIM:

Belhaim is a small town located on a tributary of the Verduran Fork, deep in the Verduran Forest of north-central Taldor. The settlement was founded a thousand years ago by the famous dragonslayer Tula Belhaim, who fought valiantly during the calamity now immortalised in tales of chivalry as the Dragon Plague. After the end of the draconic terror, little of note seems to have happened in the area. Since the relatively recent flooding of its once profitable limestone quarry, Belhaim has become a sleepy rural community just off the beaten path, a place where everyone knows everyone and strangers are the talk of the town. The town is in large part self-sufficient. Its main commodities are pottery and fish, but the town doesn't receive enough trade to garner much renown from these industries. Most of the town's inhabitants work for family businesses or provide services.

Currently, both Belhaim and the surrounding Verduran Fork region are ruled over by the Baroness Origena Devy, a widow who serves as regent until his son Arnholde comes of age. Aside from her expected noble duties, Lady Origena mainly serves as a mediator in the frequent clashes between local churches. The town is known to be deeply divided along religious lines: minor squabbles are common among neighbours who have differing beliefs. The ever pragmatic Abadarans continue to search for alternative locations to quarry valuable limestone, whereas local Shelynites seek to preserve the region's rustic beauty. Most common folk adhere to the ancient ways of the Green Faith, trying their best to stay out of politics. However, those with an eye for such matters would note that the future baron is yet unwed and without apparent heirs, leaving the future of the region uncertain...

ABOUT THE ADVENTURE:

Dragon's Demand is a classic story with some cool twists. There might or might not be a dragon involved, but most of the time, you'll be scuffling with other sorts of critters. So, you know, overspecialising might not be the way to go. Aside from history buffs, there is little reason for four to five dragon experts to be hanging about the area, in any case.

With as few spoilers as possible, this is a rough rundown of how the module is paced: the first half is relatively slow, with a significant amount of side quests, most of which can only be completed at this time. There is also room for additional quests based on player interest. After a longer period of downtime at the halfway point of the adventure, things get a bit more hectic.

Based on the above, crafting and other long-term downtime activities are obviously not optimal choices for this adventure.

This is one of the only adventures I have ever ran where I have actually tracked experience points, since there are a couple of ways the module can get a bit sandboxy, making milestone levelling somewhat harder to manage. I won't be slavishly sticking to the XP rules, but exploring some of the side quests is recommendable if you want to reach the highest possible level before the end of the campaign. Player-based stuff will also add up to towards this goal. No experience will be rewarded for slaughtering innocent forest creatures, unless that advances some other significant goal or somehow makes for an interesting story.

CHARACTER CREATION:

The adventure will start at first level. It should be noted that the characters will reach levels 6-7 during the span of a relatively short module, so it might be sensible to think a few levels ahead in terms of build.

  • No Third Party Materials.
  • Ability Scores: purchased using the High Fantasy point-buy (20 points); you can roll if you want, but must abide by the results
  • Classes: all classes are allowed, though some might require good justification*
  • Races: Core is preferable, but all races are allowed with good justification*
  • Hit Points: PFS style (maximum at first level, ½ + 1 thereafter); you can roll if you want, but must abide by the results
  • Traits: two traits, with the option of taking a drawback for a third; if a drawback is chosen, it should be something that actually hinders your character
  • Alignment: no restrictions, as long as you know how to behave yourself**
  • Starting Wealth: class average; you can roll if you want, but must abide by the results
  • Home Rules: background skills, unchained disease and poison rules, stamina rules (free for fighters), and PFS style scrolls (no distinction between arcane and divine magic)

*Thematically, I encourage you to create characters that fit the setting as tightly as possible. Obviously, a multiclass gunslinger/ninja catfolk might not be the best fit for this particular module, whereas a Taldan knight would be very much on brand. Though I don't expect to have issues in this regard, I still reserve the right to turn down characters that are too wildly outside the general feel of the setting. That is not to say that everyone should be straight out of King Arthur: there are plenty of opportunities in and adjacent to Taldor outside the most obvious choices. Save the pirates for Skulls & Shackles, is all I'm saying.

**The module assumes that the characters are good or neutral, but sensibly evil (read: cooperative) characters might fit in as well. This will need to be discussed on a case-by-case basis. I don't expect any of you to use your alignment as an excuse to act like a jerk, but I feel like it can't be overstated that such behaviour is not at all acceptable.

Aside from the above, I would also suggest on creating an established team of characters, rather than a group of strangers. Try to to think about how your characters might know one another, and cooperate on coming up with an overarching connection. For example, the last group I ran this module for consisted of the entourage for a young noblewoman who had come to court the baroness' son. Other fitting choices would be a knight and his retinue, mercenary company escorting a tax collector or a merchant, a group of wandering minstrels, etc. This will also give everyone a concrete reason to be in Belhaim as things kick off, outside pure happenstance.

PLAYER EXPECTATIONS:

  • It would be preferable if everyone posted at least once a day. I understand if you can't, but I will do my best to stick to that schedule, as well as attempt to keep things moving by botting people who are holding things up too long. It should also be noted that I live in Finland, meaning that there are some 7-9 hours between me and most of you. That hasn't caused much trouble so far, since I tend to keep odd hours, but I might occasionally be a bit off sync.
  • If you know you'll be unable to post for a longer period of time, please let me know. I know I'm just a random dude on the internet, but I will worry about you if you disappear on me without an explanation. It might also be a good idea to give a general idea of what you would like your character to do in your absence, even if you don't have time to come up with an elaborate in-character post. Also, that way you can't blame me for getting your character killed. ;P
  • As we start playing, I’ll want both character sheets and other character info to be easily accessible. Create an alias and either type in everything there, or link to a sheet elsewhere. You know the deal. Just try to make the formatting as clear as possible, for my sanity.

I'm planning on starting the campaign next week, most likely on the 9th of August. That is negotiable, if someone needs more time. However, I would like to have your characters ready by then, preferably a bit early so I can look through them and make sure that everything is in order. Since this is my first time running a play-by-post campaign, I'm bound to have forgotten something important, so feel free to ask if you have any questions about anything.

Now to figure out how I'm going to do maps and stuff...