Hymn of the Revenants Homebrew AP Interest Check


Recruitment

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Yippee! :D


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A bit of info about some of the core races to keep things interesting:

Humans: Unlike many parts of the world, the humans as a race are the oldest inhabitants of the Veldt. With the possible exception of the Gnomes, who are too damnedly mysterious to tell anyone when they got there. However, what is know is that when the other races arrived in Veldt they found it already inhabited by many human tribes. Much of the rich heritage of these tribes has been forgotten in the current age of near industrialization. Humans of all colours, shapes, sizes and temperments have found their fortune and happiness in the peace and prosperity of Veldt. The Prime Minister of Veldt has been a human for several decades now and other races are known to complain that politics have become overrun with, and unfair in favour of humanity.

Elves: Veldt hosts one of the longest coastlines in the world and the Elves have a near monopoly on it. Fishing, oversea trade and searching for treasure in shipwrecks are all considered very Elven things to do. Sea travel allows elves to satiate their innate wanderlust without feeling they are abandoning the strict order their culture abides by. Elves are also known for their mastery of directions and cartography. Elven maps are the finest in the world, only rivaled by those of the Drow. Elves have gained some notoriety for only trusting other elves to do a good job of things, but they are also known to have a soft spot for Halflings.

Drow: In the Veldt regular Elves and Drow are two sides of the same coin, one lives in a structured society, the other is more akin to nomads. All Elves suffer from an immense wanderlust, but Drow give into it and never settle. In fact, a Drow who settles is usually no longer considered a Drow by other Drow. So it is more of a long term social divide than a racial one. Both can have light or dark skin, though Drow tend to darker colours. Drow have a bit of a bad reputation for being flighty, when a band of Drow travels through a town said town is often left with less coin, young women who thought they could tame a Drow that are left forlorn and even missing some people who take up the Nomadic life style.

Dwarves: Known for their ingenuity and craftmanship. Dwarves have control of most of the railways in Veldt and own some of the largest private businesses and banks. Unfortunately a somewhat dark past for their race leads many a citizen to distrust them. Dwarven society originally stood on a foundation of necromancy, to them it wasn't unusual to keep a body working, even after death. While no souls were harmed in their rites and rituals and bodies were simply animated it left a bad taste in the mouths of the other races. Which was on exacerbated by the fact that Dwarves didn't believe the dead could claim ownership of items and so took treasure from graves with no remorse. A short civil war led to necromancy being outlawed, but Dwarves still have a reputation for undeath and grave robbery.

Halflings: For quite some time Halflings in the Veldt were enticed into the country by dreams of prosperity and then used as servants that were so underpaid it was akin to slavery. One day every Halfling in the country dropped their tools and walked away, eventually after a long and wordy struggle with the government they won themselves equal rights. Now Halflings have several of their own settlements and live throughout the settlements of other races. The richest person in Veldt is a Halfling who made a fortune from writing several famous books before starting a publishing house. This has led to the Halflings having a reputation for quality fine arts.

Gnomes: The gnomes of the Veldt are mysterious. They live deep in the still untamed forests of the northern county and keep to their fey ways. Strange bobbles, trinkets and magickal technologies find their way out of the forests of the gnomes and into the hands of the other races for high prices. The magical lighting systems of most major cities were constructed by more industrious Gnomes who left the forests behind. It seems that Gnomes that move outside of the forest are not so easily welcomed back.


May we have traits?


Characters will start with two traits as per usual. One of which will be a campaign trait.


Are you writing the Player's Guide or is there already one available?


DM Pale King, I would like to introduce you to Esgardir Lakebreeze, an elf archer with something to prove to himself and his family.


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im thinking about running a psychic for this been wanting to run one for awhile. are there half elves and how do they fit in the world?


How's the player's guide coming along, GM?


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Aye, good question ;) I am waiting for the PG for this one so I can make a world-appropriate character to submit :)


Poke poke?


Pathfinder Lost Omens Subscriber

Dead????


Hey guys, I tried to get the player's guide finished before school started but there was just too many IRL things to do that kept slowing me down and now I am in the thick of things. I still want to get this going, but I can't give a solid timeline for when that will happen. Unfortuantely writing assignments comes before writing game material. And the world just has a lot of things that I want brought up before the game begins. So it might be best to just put this game in the back of your minds for now and then you can be pleasantly surprised when I feel ready to post a recruitment thread. I would like the repeat that I am not giving up on this, but I am sorry for not managing to start by my original estimate.


That's alright, you get your stuff done and we'll be ready for when you get the player's guide finished


Well, thanks for letting us know.

Best of luck getting everything straightened out! :)


Thanks and GL with school stuff


I don't know why I thought it was a good idea to take six classes and do research in the same semester. Just wanted to go out with a bang in my final year I suppose.


RL SUXXORS. I am only partially writing that ironically.


Just wondering if this is still a thing

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