Recruiting 4 Additional Players for a Homebrew Kingdom Building game that is a weaving of Eberron and Golarian


Recruitment

Sczarni

1 person marked this as a favorite.

Hail and well met friends I am opening back up recruitment for a Kingdom Building homebrew game. A group of heros have braved the Hallway of Doors to arrive within a new world. They have come from Galorian and Eberron to help claim this new place.

As of right now they way to Eberron is closed for another nine months.

All new characters MUST come from Eberron.

This is the link to Tizimine's Eberron to PF Conversion Site

Use that for feats/classes/races information for creating your characters.
I am allowing any 3P class or race.

You are however restricted to good alignments at this point. IF you do not detect good, you will be slain.

There are no racial restrictions.

The city residents are almost all Warforged, There is a unit of 101 Lizardmen that have taken shelter within haven, beyond that tiss all warforged, beyond the other members of the Council.

Character Creation Rules:

Any Class 3pp is allowed.
Level 2
+1 GM Bonus in Survival per HD
Fast Advancment
Any Race 3pp is allowed, Pending it exists upon Eberron.
2 Traits (any, no "stacking" restrictions) IE you can take 2 magical traits if you wanted)
1 Disadvantage(if you want a 3rd Trait)
All Attributes start at 8. You have 20 Points to build with at a 1:1 Cost. (18 would cost 10 points)
Before Racial Bonuses you can have a Max of 18 (for 10 points)
You can take 2 from 1 stat at most.
Hit Points are MAX for everything PC/NPCS/Monsters.
You have 1000 Gold pieces to kit yourself out with.
You have 1 MW armor or shield of Light or Medium.
You have 2 MW Melee weapons of your choice
You have 1 Common ranged weapon of your choice (with 100 rounds of ammo)
You are given 1 Scroll of 1st or 2nd level.

Feats: Most d20 feats are allowed.

Magical Items are Created using 3.5 Rules (1/25 GP Value in XP cost)
All feats from 3.5/d20 that effect magical item created are allowed.

Firearms[b] Are treated as Commonplays Guns. While still tricky to wield, early firearms are readily available, requiring simply a martial weapon proficiency. Early Firearms are 25% of the listed baseline prices. Anything other then black-powder is still rare and full price. Need Craft: Gunsmith to make anything more advanced then muskets. Gunslingers gain +1 rank per level to Craft: Gunsmith.

[b]Dragonmarks
ALL warforged are treated as if they are Human in reguard to the Marks of Making. They are full members of House Cannith. No abhorrent marks. It is the power of the Creation Forge in continual operation that enables these various True Dragonmarks to Manifest.

Magic
Divine Magic
You are your deities bridge to this world, as such all powers work normally and you are free to choose your spells as you would. Your holy symbol is a medallion that appears around your neck when you arrive bearing your deities holy symbol, regardless of what it was before you came though here.
Arcane Magic
You gain Read Magic & Detect Magic as extra 0th level spells. Even artificers gain these infusions at will for free. Each level you gain 1 spell (or infusion or what have you) of your choice and a randomly determined one from me.
Mental Characters
You gain 10 free PSP. (beyond that I dont know enough about psi-stuff to assist much beyond that)

I am seeking players for the following Roles

The Explorer ensures that the Kingdom can explore and claim new lands. Without your assistance No exploration is possible.
benefit: You may issue exploration edicts. You control of a team of 10 Warforged Ranger Artificers.
Focus Skill: Knowledge: Geography.

The Marshal ensures that the kingdom's laws are being enforced in the remote parts of the kingdom as well as in the vicinity of the capital. The Marshal is also responsible for securing the kingdom's borders. He organizes regular patrols and works with the General to respond to threats that militias and adventurers can't deal with alone.
benefit: Add your Dexterity modifier or Wisdom modifier to Economy.
Vacancy Penalty: Economy decreases by 4.
Focus Skill: Survival

The Spymaster observes the kingdom's criminal elements and underworld and spies on other kingdoms. The Spymaster always has a finger on the pulse of the kingdom's underbelly, and uses acquired information to protect the interests of the kingdom at home and elsewhere through a network of spies and informants.
benefit: During the Edict Phase, choose one kingdom attribute (Economy, Loyalty or Stability). Add your Dexterity modifier or Intelligence modifier to this attribute.
Vacancy Penalty: Economy decreases by 4. During the Upkeep Phase, Unrest increases by 1.
Focus Skill: Sense Motive

The Warden is responsible for enforcing laws in larger settlements, as well as ensuring the safety of the kingdom leaders. The Warden also works with the General to deploy forces to protect settlements and react to internal threats.
benefit: Add your Constitution modifier or Strength modifier to Loyalty.
Vacancy Penalty: Loyalty and Stability decrease by 2.
Focus Skill:Knowledge:Engineering

All of you are coming from the world of Eberron. Things are different then as Written as this takes place within the campaign universe of my character Klokk.

House Cannith has been reforged into one house headed by Elanthis D'Cannith, Grandson of the Gorgen. Warforged have been welcomed to join as full members. WF can develop the Mark of Making. The Mourning Lands have been cleaned. Cyre has been reclaimed. The 12 Houses have assisted in the rebuiling and the lightning rails run again. Cyre IS NOT Subject to the Treatry of Thornhold, as the Price of Cyre was refused access to sign the treaty. SO he has allowed house cannith to move into Cyre and reactivate the creation forges. The population of cyre is 50% warforged. It is a mecca for the warforged, they have been coming from all over Eberron, In far greated numbers then they did for the lord of blades.

When you come you are sent by one of the 12 houses, or by the chamber. No Exceptions


This is of intrest to me. just have to read up more on Eberron stuff. If anything would be making a chararcter to cover The marshal job

Sczarni

Cool beans. The campaign I am running.. Klokk is an actual character.. hes recruited people to help run the city of haven, which the players promptly renamed from outpost w2.

The reason the reinforcements are coming from Eberron, is that the door leading from Golorian World to This World only opens on the worlds timeline of march 21. The Eberron door to the hall of worlds is open.

The Chamber has taken an active roles in the fight against dreaming madness you could say. An ancient golden Wyrm known only as the golden one leads them.

So if you wanted a draconic bent that is possible. Or bound to one of the houses.

You will need to choose one good/neutral organization that you belonged to before volunteering for this mission.

Community / Forums / Online Campaigns / Recruitment / Recruiting 4 Additional Players for a Homebrew Kingdom Building game that is a weaving of Eberron and Golarian All Messageboards

Want to post a reply? Sign in.