
Berenzen |

This looks interesting.
4d6 ⇒ (4, 3, 4, 2) = 13 11
4d6 ⇒ (3, 3, 2, 6) = 14 12
4d6 ⇒ (1, 6, 6, 1) = 14 13
4d6 ⇒ (5, 4, 5, 1) = 15 14
4d6 ⇒ (6, 5, 1, 4) = 16 15
4d6 ⇒ (4, 5, 2, 2) = 13 11
4d6 ⇒ (3, 2, 4, 4) = 13 11
4d6 ⇒ (1, 6, 2, 6) = 15 14
15, 14, 14, 13, 12, 11
Can I do Point buy instead? That's a pretty poor spread.
1d20 ⇒ 20
And no advanced race. That's fine.

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Going to give this a try might like try an alchemist here.
4d6 ⇒ (4, 3, 4, 4) = 15=12
4d6 ⇒ (1, 1, 1, 6) = 9=8
4d6 ⇒ (1, 3, 6, 5) = 15=14
4d6 ⇒ (1, 6, 6, 1) = 14=13
4d6 ⇒ (6, 1, 5, 1) = 13=12
4d6 ⇒ (1, 3, 2, 3) = 9=8
4d6 ⇒ (2, 6, 2, 5) = 15=13
4d6 ⇒ (5, 2, 1, 3) = 11=10
12, 14,13,12,13,10
Not great but can work with them
Advanced Race
1d20 ⇒ 15
Are Ratfolk allowed

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Guys, please wait until I finish with the setting description before you start rolling. This is just an interest check thread. I want to give you as much info as I can before you decide what you want to play.
Now,
@Mark
There are no gnomes in this setting. During the Long War, surviving gnomes were assimilated by the Orinor dvarves, one of the two dwarven subraces. I will post more about the dwarves later, but Orinor dwarves are more like WoW dwarves and the other race, the Dverg, are more like Tolkien dwarves.
@LackOfFocus
There are Ratfolk, living in Numidia and in the Wastelands. Those living in Numidia are members of the Untouchable caste, alongside gnolls. They are usually thieves and smugglers, fighting with the mutated halflings for the living space. Those in the Wastes are larger and divided into several tribes, more like the Skaven from Warhammer of from the Scarred Lands.

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West Coast
West Coast of Pentia is home to 3 large countries. Starting from the top of the continent, bordering with Numidia, the first of those is Maltheren.
Maltheren:
Maltheren is a country mostly covered by oak forests. Its coastline is defended by huge and mostly unexplored White Mountains, so that pirate and air ship attacks from the sea are rare. Maltheren is mostly described as the land of dualities by the foreign travelers. The lowlands are covered by oak forests and are home to lithe people of medium height, dark hair and eyes and olive skin. They mostly tend to pigs, feeding them with acorns, and grow tobacco and hemp for trade. They train in archery and staff-fighting from childhood, and those deadly archers are the main reason why the gun-wielding forces of Albion couldn't manage to conquer Maltheren in 3 wars in the last 20 years.
The Highlands of Malhteren are home to a different breed of people. They are taller and broader than Lowlanders, of fair complexion and hair. They are mostly sheepherders and miners, and they tend to favor long spears and broad axes as their weapons. When Maltheren calls for a mobilization, they provide heavy infantry to guard Lowland archers.
Maltheren is ruled by the King and Queen, which are chosen in the Conclave. They do not have to be married and they have different duties.
Most men in Maltheren worship Gaia and Aron (goddess of nature and god of storms and thunder, respectively) and most women Gaia and Luna (Gaia in her role as the Great Mother and Luna in her role as the goddess of Magic).

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Albion
Albion is the country very near to the industrial revolution. It has large cities and huge army, that relies heavily on the country's artificers to provide it with weapons to use against the unholy scourge of Acheron and beastlings from Numeria on one hand, and Albion's human neighbors on the other.
Albion is the place where magic meets technology and worshiping of gods is considered to be a superstition and is forbidden. The country is ruled by the Lord Protector and its Iron Guard, and the College of Magisters supports the Iron Rule heavily. Albion is always looking for resources, since the country is not so rich in iron and timber, which it desperately needs. This is a reason why it tried to conquer timber-rich Maltheren and why it waged a war against mineral-rich Numidia. Both of those wars were lost and Albion now builds an Iron Road to the Waste - a railroad leading to several mining colonies in the devastated center of the continent.

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Sounds fun. Would this be closer to a Fallout-type setting or like a post heaven/hell war styled apocalypse? Big fan either way. Some of the best games I've been in we're post-apochalyptic campaigns.
The game will be set in a part of the Waste called the Badlands. It will be something like Deadwood meets Fallout in feel.

Threadcity |

I'm new here, but am an experienced roleplayer and very much interested in the campaign setting, thus far.
I can see fleshing out either a Maltheren lowland truffle forager or an Albionian "rust priest".
The former might work best as a bow ranger with a boar/pig companion, while the later I see as an underground separatist; a voice for the downtrodden on the outside of the overly rigid technocratic society of Albion.
With the rust priest I think worship of the zeitgeist of disorder or personal freedom rather than a deity works best within your framework. I also really like the idea of working spells through mechanical devices rather than intonation or more typical holy symbols. Of course, this would just be a cosmetic effect as far as rules are concerned.
Would love to be part of your campaign and am happy to work on whichever concept you feel would offer the most to the setting and group.

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Would I be allowd to take the Experimental gunsmith Archetype as a human since there aren't really any gnomes? If need be I can have spent a lot of time around dwarves or take the Human Racial feat Racial Heritage to explain an odd prediliction for tinkering.
Yeah, you can. There is an Orinor colony in the Badlands. Your character could have been born there and grew up amongst Orinor dwarves, who are masters of gunsmithing. Invented it, in fact.

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Ok, the last human country on the West Coast.
Haven
Haven is an antithesis of Albion in more ways than one. Populated by the refugees from the anti-religion purges in Albion, this is a dry and arid country of hills and mountains, swept by the harshest winds on the continent. It is ruled by the Prophet of the Saints, a religious figure that combines the spiritual and secular absolute power. With time, Havenites developed their own religious system. They reject the worship of gods, instead believing in large pantheon of saints, whom they consider to be ascendent humans, not beholden to any god. There are more than 300 shrines to these saints all over Haven. The first ones were discovered by the original Prophet, who led his people in exodus from Albion. Priests, oracles and inquisitors gain their powers by going on a pilgrimage to the shrine of desired saint. Some shrines are the centers of huge monastic or military orders, such as the Order of the Knights of the Temple of Holy Savaoth, more commonly known as Templars.
In Haven, magic is punishable by burning or stoning, and non-human races are considered impure.

DarkOne the Drow |

For my character.
Scores:
4d6 ⇒ (6, 1, 1, 3) = 11 = 10
4d6 ⇒ (2, 4, 1, 5) = 12 = 11
4d6 ⇒ (4, 2, 1, 3) = 10 = 9
4d6 ⇒ (4, 6, 6, 6) = 22 = 18
4d6 ⇒ (3, 2, 5, 3) = 13 = 11
4d6 ⇒ (2, 4, 6, 1) = 13 = 12
4d6 ⇒ (2, 4, 2, 4) = 12 = 10
4d6 ⇒ (4, 4, 6, 5) = 19 = 15
Final: 18, 15, 12, 11, 11, 10
Wow, rather low rolls for drop 2 sets of dropping lowest from each set. Looks like the lowest average set so far.
Race roll:
1d20 ⇒ 12
Time to read up all the information provided.
Ooops. I read now that we should not be rolling until all game info is provided.

imjohnnyrah |

I'm thinking of going with a "Wasteland Wonderer" type. I'm leaning towards Ranger but in the spirit of diversity I would rather try something I'm not already playing.
How do you feel about the Mechanist Gunslinger archetype?
Are you using any new skills or alternative uses for existing skills?

imjohnnyrah |

I was noodling over at the SRD and I found a link to the Machinesmith class nightflier had mentioned a few times. It seems like the a pretty neat class. You can build yourself a Pip-boy!

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East Coast
Eeast Coast of the continent of Pentia is home to non-human lands, mostly. The coast is full of rocks, extinguished and active volcano peaks along its entire length, so there are not many natural harbors. Also, because of the volcanoes and hot springs both on the sea floor and the land, heavy mists cover the coast and the sea in league-wide strip that runs from one end of the continent to the other.
Elven Principalities
Bordering with Numidia, near the northern tip of the continent are Elven Principalities. Little is known about them, except that the elves that inhabit them are the descendants of the large vessel that came from the stars and crashed there about 3000 years ago. With the vessel came life forms not seen anywhere on Pentia, or even Norgir, the continent north of Pentia. Principalities are now covered by a forest of strange growths, not unlike fungi, and inhabited by strange six-legged creatures and giant varieties of common insects. It is known that elves are somehow bonded with those giant insects, so that they have gained some of their traits. Very few of these insect-kin elves are known to the lands outside Principalities. Only four families trade or have diplomatic relationships with an outside wordl: Dragonfly, Mantis, Spider and Wasp. It is known that first among the families are Butterfly and that their Monarch is considered the ruler of all Principalities, although those who have any contact with the four families that trade with the outside world consider the idea of the central government of the Principalities simply impossible.
Loth'Tiranor
Loth'Tiranor (by humans bastardized to "Little Tiranor") is the port city and trading colony of Norgir's elven High Kingdom. Loth'Tiranor was built on a small piece of land around Mandible Bay, that formally belongs to the Principalities, but was given to the Norgir elves as a sign of good will to the High Queen. About 30% of inhabitants are Eldar elves, and the rest are Silvar. There are even a handful of dark-skinned Shadar, although they hate the warm climate of Pentia, so they tend to transfer back to Norgir after ten-year stretch. Most of the workers, shopkeepers and similar are members of other races, though. Since Loth'Tiranor is separated by the enormous Fungi Forest from the rest of the continent, most non-elven inhabitants came by airships from the Waste and Numidia. Elves of Loth'Tiranor have the excellent relationship with the other Norgir colony on the subcontinent - the Orinor dwarves colony of Bimburgh, located in the Wastes. From there, dwarves transport precious cargo, such as ioun shards, raw ioun stones and ioun dust, via airships to Loth'Tiranor, and elves transport it by their sea rakers to Norgir.

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Nightflier, I see you mentioned the Shadar race, would that be possible to play it in this world, seeing I busy building Shadar character for your other game, or should I focus on something else?
Shadar is very similar to that of Midnight. When I finish with countries, I'll post info on changes to the races. Probably tomorrow.

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Perfectly fine. :) There are 3 subraces of the elves. The differences are mostly superficial in nature. Most wizards come from Eldar subrace, which is essentially the same as Core elf.
Tiasar Auvrelth, conjurer and master of all things arcane. I plan on pursuing the ability to bind demons that makes mortals knees shake with fear.
I made him a normal elf for now, whats the "Eldar" differences?

imjohnnyrah |

Just realized Mark has the same basic class choices as I do so I think I may give Monk a try instead. I'll just use one of my traits to grab survival as a class skill. Haven't played a Pathfinder Monk yet and the general consensus seems pretty well divided so it should be fun.
Nightflier, are there monastic orders in your world or is the class prettymuch built on brawlers?

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Luminaria
Luminaria, the Land of Light, shares its northern border with the Principalities and its southern border with Orgar tribe lands. The Land of Light is the smallest of the so-called Great Countries, with only four million inhabitants, not including Servitors.
Primary inhabitants of Luminaria are samsarans. Unlike the samsarans on other worlds, these have a deep spiritual connection with their deity, the Light of Divine Mind. The Light has earthly manifestation in the Golden Temple, located in La, the capital city of Luminaria - its only major city, in fact. That manifestation is the pillar of pure white light, blazing from the skies into the temple. When they die, samsarans join with the light. Sometimes they are reincarnated, sometimes not.
Most samsasrans live in monastic communities, and they spend their time in contemplation, prayer or self-perfection. Most monasteries follow a Way. Those that follow the Way of the Will are devoted to the perfection of psionic abilities; those that follow the Way of the Blade are devoted to marshal arts etc. Samsarans are unique in their use of ioun blades. If they are not already soulknives, they use ioun stones implanted in their bodies or in highly decorative hilts to project what they call ioun blades. These blades are very light, almost without weight, although they generate something like magnetic field that makes them not easy to use. They are exotic weapons for non-samsarans.
All samsarans shave their head and use ioun stones as jewelry. The stones are implanted into their bodies and they often serve as foci for the powerful psionic abilities. In fact, samsarans were the first who discovered ioun stones and various uses for them. Dwarven artificers only improved on their ideas, although dwarven invention of power cores was crucial in the creation of Servitors.
Servitors are a race of construct-like beings, similar to the warforged of Eberron, that was created by physically week samsarans to serve as laborers, warriors and in various different roles. There are about 20 million of them in Luminaria.

Threadcity |

Are we ready to move this from an interest check to open recruitment yet? I'm interested in the campaign but don't want to fill the thread with character concepts if you aren't there yet.
If you are looking for recruits, when do you see opening the campaign? How many players are you looking for? Are there any races or classes or combinations thereof that would be particularly appropriate, or is everything you've already included fair game?
The setting material is varied an interesting, but thus far, it seems focused on mostly standard high fantasy. Can you expand on the technology level character will be familiar with and the overall "feel" you are looking to achieve?
In that vein, you've thrown a bit of a curveball in referencing deadlands. Are we looking at something similar to 19th century technology but with more magic and less black powder?
As to Luminaria, are you opening the door to a variety of psionic classes beyond the soul knife, or are psionics on a case by case basis?
Any insight you can provide will go a long way toward helping us submit characters as rich and varied as the setting.
thanks

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Are we ready to move this from an interest check to open recruitment yet? I'm interested in the campaign but don't want to fill the thread with character concepts if you aren't there yet.
If you are looking for recruits, when do you see opening the campaign? How many players are you looking for? Are there any races or classes or combinations thereof that would be particularly appropriate, or is everything you've already included fair game?
The setting material is varied an interesting, but thus far, it seems focused on mostly standard high fantasy. Can you expand on the technology level character will be familiar with and the overall "feel" you are looking to achieve?
In that vein, you've thrown a bit of a curveball in referencing deadlands. Are we looking at something similar to 19th century technology but with more magic and less black powder?
As to Luminaria, are you opening the door to a variety of psionic classes beyond the soul knife, or are psionics on a case by case basis?
Any insight you can provide will go a long way toward helping us submit characters as rich and varied as the setting.
thanks
I have two more major regions to describe, and then I'll open recruitment. To answer your other qustions:
Technology level varies. For instance, Numidia is very much medieval/ renaissance culture and firearms and steam power is not widely used. Maltheren is purely medieval. Albion is 19-century England in terms of culture, but more 18-century in terms of technology. Haven is medieval theocracy with access to the 18-century firearms, so you have heavily armored knights with guns. But, in the Waste everything varies. Places where there are dwarves are more advanced and they have access to higher levels of technology.
Soulknife is the only psionic class available for now.
The game will be set in the Waste, where a lot of things are mixed. I am describing the other regions of the continent so that you can have at least some insight into the setting and so that you can create some kind of background for your character. I will probably open another thread in the Homebrew part of the boards, so that I can post everything there, once I finish with the basic info here.

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Orgar Tribe Lands
Orgar tribe lands stretch from Luminaria to the Acheron Swamplands. They are home to many tribes of Orgar, some of whom have permanent settlements and others are nomads. Orgar are matriarchal. Children are considered to be the property of the tribe until they reach adulthood. For males, that is the first time when they kill an enemy in combat; for females, when they give birth to the first litter. Orgar are savage warriors and the orc, ogre and troll blood in their veins makes them physically superior to most other races. They are very savage, though, and divided into warring tribes. Orgar most commonly worship Gaia, but the worship of Dark Gods is not a rare thing. Some of the tribes long for the time when they were the favored soldiers of the Shadow. Combined with their fecundity, this means that tribe wars are frequent.
Bimburgh
Bimburgh is the colony of Orinor dwarves, located in the middle of the Waste. 65 years ago, a huge rift in the sky opened, and grey mists poured from it, followed by the huge round object, which fell to the ground and made a giant hole, many miles deep. First explorers found a variety of minerals, plants and animal life with strange properties. Very soon after that, Orinor dwarves came from Norgir in search for trading opportunities and discovered that some of those minerals have innate magic properties. The colony was born soon after that.
Bimburgh is a place with huge walls and many air ship docking towers. It is home to some sixty thousand dwarves and many members of other races, who are workers, artisans, miners or just born there. Bimburgh is the biggest city for 2500 miles in any direction, so it is considered to be a capitol of the Waste. Dwarves trade with all the nations of Pentia, except Acheron.

imjohnnyrah |

For any who may be unaware:
This campaign has an official recruitment thread located here.