
leinathan |

Havengul, Nephalia is a prosperous city. Its position on the SIlburlind River and the coast allows it access to trade from many directions, and it is partially protected by the Avacynian fort known as the Elgaud Grounds. At least it was, until recently. The archangel Avacyn, humanity’s greatest protector, fell prey to a monster from beyond the boundaries of this dimension and now her blessings no longer protect humanity. Though another archangel, Sigarda, rose in Avacyn’s place, Sigarda is not as powerful as Avacyn was, leaving many people in great danger. Though the forces of evil are also recovering from the attack by the extradimensional monsters, it will not be long before they turn their sights back to the world of men and see a world without its defenses. Soon after that, there will be attacks. The world of men must be ready, or it will be destroyed.
Havengul, where our story will be introduced, is an evil mercantile port town. Its greatest threat is Jelava, a vampire psychic, who preys at random on the citizens of the province without regard for consequences. The humans of Nephalia are typically suspicious, prone to caution, and cunning. They face threats from many more directions than simply the manor of Jelava, for the seas where the merchants ply their trade are infested with creatures and every corner of the city may house its own horror. Some say even that a lich makes his home somewhere in Havengul’s sewers, but few believe that story entirely.
Characters will be introduced on a fairly typical day in Havengul, so they must have a personal reason for being there, whether it be because it is their hometown or for some other reason. They may know one another ahead of time, but they will be drawn together by a mutual interest in a magical anomaly that strikes the town. Once together, characters will cooperate to face monsters that plague humanity. Not all characters must be motivated by the desire to combat evil, but characters’ motivation should generally push them in the same direction. A mad scientist character, for instance, might be motivated by gathering samples of various monsters, or a geistbinder by making sure that all those slain rest peacefully.
Characters do not have to be from Havengul, but they do have to be from Innistrad. Innistrad is a dark, terrible place unfit for people. Its mountains are haunted by bloodthirsty dragons, and its forests are infested with flesh-eating oozes and werewolves. Its swamps are filled with witches and vampires, and the islands guarded by krakens. Its greatest city, Thraben, is in chaos. Thraben was ruled by the Church of Avacyn when the angel fell, and so the city is experiencing civil unrest and governmental uncertainty. The werewolf forest is disrupted by beasts mutated into terrible abominations, and the vampire clans are depleted by their participation in the war against the abominations.
Build Guidelines:
I would like to see flavorful, versatile builds that reflect the story that you have created. I would like to see characters with multiple descriptors, at least one relationship with someone else, a fear, a hope, a job, and a place to live. With their starting level, these characters will be among the most competent people on the plane. Imagine Innistrad as a Epic 8 setting, and Magic: The Gathering as a full 20-level setting. Your characters should be guard captains, academy professors, swamp horrors, feared raiders, or a similarly impactful character archetype. I want to give my players the opportunity to wield authority, not just the power of their character sheets. On the other hand, I will be requiring rolls for most game-relevant situation, so if you want your character to be a successful politician they should invest in Diplomacy, Bluff, Intimidate, Sense Motive, Knowledge (local), and have class abilities that could theoretically aid with their ambitions. I hope that explanation has gotten across what I’m looking for. Specific directions are below.
Basic Info: Characters will begin at level 7, with ability scores generated using 20 point buy. Characters will be restricted to 1,500gp starting finances and can only spend money on non-magical items. Characters with craft feats may begin with magical items and receive an allowance of 4,000gp to spend on their enchantments. All first-party material that can be found on Archives of Nethys is permitted, following the restrictions baked into the material itself. For example, to use material marked for Kelesh characters, your character should be Arabic in origin. All characters must be human, vampire, demon, or werewolf. For vampire, demon, or werewolf statistics, use dhampir, tiefling, and skinwalker. Characters may select 2 traits and no drawbacks.
Clerics, inquisitors, and warpriests must choose Sigarda or Ormendahl as their patron (deity information listed below). Druids, hunters, rangers, and paladins are unrestricted in their domain and alignment choice.
Alignment NG
Areas of Concern Humans, defending against evil, countering foul magic
Domains Good, Knowledge, Magic, Protection
Subdomains Friendship, Education, Divine, Solitude
Favored Weapon scythe
Symbol A heron’s wings opening in front of the sunrise
Sacred Animal Heron
Ormendahl is a demonic prince imprisoned in an artifact below Westvale Abbey until recently. During his time, Innistrad was ruled by a number of demonic princes. Ormendahl was brought low by human crusaders during a long campaign to free Innistrad of its demons a long time ago. Today during his awakening, the demons that once menaced Innistrad have been slain, leaving Ormendahl one of the only heirs to his supposed lost throne.
Alignment CE
Areas of Concern oppression, wickedness, pain
Domains Chaos, Evil, Luck, Nobility
Subdomains Demon, Fear, Curse, Hubris
Favored Weapon whip
Symbol blood weeping from a skull
Sacred Animal jackal
Optional Rules: We will be utilizing Automatic Bonus Progression from Pathfinder Unchained. The Big Six items with numerical bonuses do not exist in this world. Items such as the belt of the weasel which are partially those items have the effect and cost of the relevant item deducted from their cost.
I am prepared to allow the use of Dreamscarred Press’ Path of War and Psionics options, including all classes, feats, prestige classes, and additional skills, but not including races or traditions.
---
I think it will take a little while to whip up some decent 7th-level characters, and I want to allow some time for people who procrastinate to get it done too. Plus, I’m moving soon, so I am in no hurry to get started. Let's say three weeks (ending on the 26th of July) to finish characters with GM clarification and audit. Close recruitment, ask some questions to all applicants, and select soon after that.
Other than future disruptions to the normal schedule, when there are player actions for me to respond to, I am available to post continuations to the story 4 or 5 days each week. In terms of full duration, I don’t know. A single dungeon can take three months or it can take a year, or it can be never finished, depending on the party. However, I would ideally like to complete two AP-segment-length chapters. I would like to bring characters up to level 11, as they become the champions of their home plane and enter interplanar politics. I would like to resolve that story before it gets too absurd, though, and leave characters as great interdimensional heroes.
Anyway. Let me know if there are any questions or anything I can help with. If you are unfamiliar with Innistrad, you can find some information here.

Nikolaus de'Shade |

This is Isabela, a Dhampir [Vampire] Psion Telepath,
Well, she does so like to enthrall others, please.
The GM said the game is limited to First Party material only, so I think Psions and Telepaths are out. Mesmerist might have the flavor you're after though! :)
I'm interested - was always a big fan of Sigurda (and Avacyn, Gisela and Bruna) so I'll have to cook up something White/Green :)

Isabela Calista De Romano |

The GM said the game is limited to First Party material only, so I think Psions and Telepaths are out. Mesmerist might have the flavor you're after though! :)
Keep reading the GMs post.
Optional Rules: I am prepared to allow the use of Dreamscarred Press’ Path of War and Psionics options, including all classes, feats, prestige classes, and additional skills, but not including races or traditions.
I want a Vamp that has a higher level of self-control, saying that and looking at the setting, changed her to an Investigator Psychic Detective Just feel it would be more fitting to the setting.
A psychic detective supplements her keen insight with occult skill to unravel mysteries both ordinary and supernatural.

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This looks really interesting. I'm considering a character that I've played at low levels a few times but who never made it past 7th.
He is a magus though, so he gets to apply bonuses to his blade. How does that work with automatic progression? I presume it just 'works' as with his other abilities, but I've not played in an automatic progression game before and so don't know it well.
I also don't know the setting. Is there somewhere online folks would recommend for some basic research?
Lastly, are you going to use traits (link)? If so, are you also using drawbacks? I like the traits, but not all DMs use 'em so I want to be sure.
Thanks for offering to run!

leinathan |

Nikolaus de'Shade wrote:The GM said the game is limited to First Party material only, so I think Psions and Telepaths are out. Mesmerist might have the flavor you're after though! :)Keep reading the GMs post.
Optional Rules: I am prepared to allow the use of Dreamscarred Press’ Path of War and Psionics options, including all classes, feats, prestige classes, and additional skills, but not including races or traditions.
I want a Vamp that has a higher level of self-control, saying that and looking at the setting, changed her to an Investigator Psychic Detective Just feel it would be more fitting to the setting.
A psychic detective supplements her keen insight with occult skill to unravel mysteries both ordinary and supernatural.
Dreamscarred Press is fully allowed, feel free to use telepath if you want. Fair warning though, vampires are feared by humans. Human NPCs will typically cower, run, or fight you unless you have some way to disguise yourself as normal.

Isabela Calista De Romano |

Dreamscarred Press is fully allowed, feel free to use telepath if you want. Fair warning though, vampires are feared by humans. Human NPCs will typically cower, run, or fight you unless you have some way to disguise yourself as normal.
GM leinathan as you have limited races would you allow this feat to cover others
Feat Pass For Human
You’re easily mistaken for a human rather than a member of your own race.
Prerequisite: Half-elf, half-orc, or halfling (see Special).
Benefit: You receive a +10 bonus on Disguise checks to disguise yourself as a human, and do not receive the penalty for disguising yourself as a member of another race when you do so. In areas largely populated or settled by humans, you can take 10 on your Disguise check, meaning most people tend to assume you are human unless given a reason to think otherwise.
Special: A halfling may take this feat, but must have the Childlike feat as a prerequisite. The benefits of the two feats stack.

leinathan |

leinathan wrote:Dreamscarred Press is fully allowed, feel free to use telepath if you want. Fair warning though, vampires are feared by humans. Human NPCs will typically cower, run, or fight you unless you have some way to disguise yourself as normal.GM leinathan as you have limited races would you allow this feat to cover others
** spoiler omitted **
I think not that feat, but training Disguise and carrying a kit is a good enough idea!

Isabela Calista De Romano |

Yep gone with Investigator, skills and kit, + race trait
Dayborn:
A few fortunate dhampirs were born during the day under the blessings of priests, and their blood has weaker ties to their undead bloodline than others of their kind. Such dhampirs are unhindered by daylight and lose the light sensitivity racial trait. This racial trait replaces the spell-like ability racial trait.
I gave her the Trait of Lesser Noble + Leadership feat. Spent 600gp [rent] on a small Townhouse, her Valet Mr Black [A cat bugler she arrested some years ago] is her Cohort L5 are her 4 followers L1 NPCs the house staff, are Mr Blacks extended family Wife Child in laws.
She is a consultant Detective and an officer of the law.
She is in a relationship with a married Noblewoman, whose husband cares little other than there is no scandal, as he himself spends his days in the woods, hunting and in sweat lodges with his 'real men'.

Nikolaus de'Shade |

@Leinathan: I'm looking at the Soul Sentinel archetype and have 2 questions.
1. Are we likely to hit level 12?
2. If so, will you be using the corruption rules from Horror Adventures?
Asking because the level 12 ability is very specific, but that may not be a problem if we don't go there! :D

Isabela Calista De Romano |

Sorry that link failed.
Lady Isabela Calista De Romano [LN] = Psychic Detective - [L7]
I would like to see Isabela's vampirism addressed in her backstory. Even using dhampir stats, in Innistrad she is a capital V Vampire. I want to see that.
100%, looking for the right location in the city now. She is from the black and red pack after all. I am thinking she knows and has meet Sorin Markov, who helped her settle in and told her of the Balance of things. I'm sticking her as a kind of lesser noble Investigator, having to go after criminals and solve crimes as a way to earn the money to keep herself and her home. She is all about home, Her back story is tragic, a cuckolded father a fallen mother. Disgrace and her being the personification of it. Bulled and rejected by Vampire kind, she left her homeland Stensia and found her own way in life, all to the backdrop of Grimdark Fantasy hehe. Always hiding the taint in her blood. She grew up smart, fast with a strong sense of justice [as she felt she was wronged, she hates to see the weak picked on by the strong just because they are strong. She respects orders and rules, everyone is equal under the law. Her Psychic gifts, her skills, and talents which aid her hid also help her to uncover others who seek to do the same. She can read minds, even dead ones, talk to the dead and Animals, hold objects, and Feel things about them, since otherworldly things. And she is for the city and keeping it her home safe. As for home address has to be somewhere within the Govney Townships.
Trope -
Pinned on the local news bords
The GrimDark Equalizer
"Got a grim problem? Dark Odds against you?
Call in on the GrimDark Equalizer..."

Andostre |

Hi, leinathan. Thanks for setting up a game!
I have a few questions:
1) You said that one of the things that you'd like to see in a PC background is "at least one relationship with someone else." Does that relationship need to be with another PC, or did you mean an NPC that the player creates. I ask because I've seen both requirements in these Recruitment threads.
2) I tracked down the Interest Check thread for this, and I saw that there's a player's guide for Innistrad. Outside of that, how much Magic: The Gathering knowledge is necessary? I saw one applicant referencing the schools/colors of magic. Is that sort of background knowledge needed?
3) You said that clerics, inquisitors, and warpriests have deity restrictions, but paladins do not. Why wouldn't paladins also share those restrictions? I ask because I want to understand how you view paladins compared to how I traditionally view them.
4) Does the player's guide (or anywhere) offer other deity options?

leinathan |
1 person marked this as a favorite. |

@Nikolaus -- It's unlikely we'll reach level 12, but possible we'll use corruptions.
@Andostre -- You get to choose who your character has in their life! I would say no MTG knowledge is necessary. You should learn everything you need to during gameplay. If you need place names, feed me your desired place types and I can give you names.
I am in the "paladins don't need to serve a deity because they serve the Greater Good" camp. I believe a paladin can theoretically have no deity.
There are no other deity options.
@TarkXT -- In any case, I feel uncomfortable with a character who targets sex workers for murder. I'm not against an evil or murdering character, but TTRPG is a cooperative hobby, which means your character must be able to get along with others.

RamzaBeoulve |

@leinnathan: You specifically use the terminology "werewolf", so am I correct in assuming we would need to select a Wolf-kin Skinwalker? Or are there other lycanthropes in the setting/
(My MTG heyday ended around the Urza block, so I only have dim familiarity with Innistrad via nerd osmosis, though I intend to read up at home this evening.)

Isabela Calista De Romano |

There GM, I chanced some things to cover her Vampire nature and what she does to deal with that. Also fleshed out her backstory more. She can drink the blood of the already dead, this keeps her from killing to feed or feeding on the living. She has a race trait now to help her deal with bright lights. Also, it tells of why she feels she need to protect others. most of all the weak and Childean.

RamzaBeoulve |

I think I may have settled on a *gulp*, Vigilante, since appropriate games to play them are so rare. As if statting up a 7th level character wasn't enough work already...
Thinking a taste-maker art gallery owner by day (and early night), secret practitioner of the arcane arts and protector of the innocent by (later in the) night.

Eliana Carlova |

Okay, so, figuring out what to make for this turned out way harder than I expected! I bounced from that Phantom Blade idea, to an idea of a summoner based around the Bonds of Faith card, to a Weretouched Shifter/Barbarian for some Red/Green action. But then, while reading the MtG Wiki on Innistrad, I found something I found very interesting.
The Plane's moon is made of theorized to be made entirely out of silver and is the source of Blessed Silver that so frequently appears in the plane. It has a connection to basically everything on the plane besides Dragons and Krakens. It's even where the sealed Emrakul! It's one of the most interesting aspects of the plane and got me thinking.
So, what kind of character could I make involving the moon? Beyond just a werewolf. What's the most flavorful "Moon" themed thing? Lunar Oracle! Okay, so, oracle with an animal companion. Probably just gonna be a giant wolf, perhaps go for some sort of Mystical Werewolf Hunter. I read through the MtG Wiki some more and found something in the "Church of Avacyn" section.
The Gryffbond Order. An order of Cathars who train to ride hippogriffs. Some digging into the card galleries, I found at least two images of griffons tied to the church. So odds are, there were probably also those who rode griffons. A story formed in my head. A Gryffknight cursed during the final battle against Emrakul by the sheer sight of the horrific beast. Injured horribly on one side, to reflect the 8 Dex. Gifted with mysterious lunar magics she does not fully understand and wishes to seek answers for.
Seems to me like a great concept for a White/Blue character. Primarily combat-focused, with some support, healing on the side.

Eliana Carlova |

O I think Lady Isabela Calista De Romano would definitely know Eliana Carlova of The Gryffbond Order. What a cool back story.
Glad you think so! It's surprising what you can manage to write when you've been frustrated for a while and suddenly get whacked with inspiration!

Storm Dragon |

Man, I'm instantly in love with any game that has Skinwalkers as one of its core races.
Are you allowing all the racial variants or only the wolf flavored ones (base Skinwalker and Witchwolf)? Not sure whether werewolf is a catchall for lycanthrope or wereWOLVES specifically are the only werebeasts.

Tiame |
Building a recluse white/green witch from Kessig's Approaches. The kind that has a weird relationship with the locals. They are reluctant to visit, but when asked for help properly and respectfully, she would consider the help for some sort of fee or counter-offer (one of the few people who can perform an abortion without too much aftereffect, etc). Living with two initiates between The Bog and Deadeye Marsh in Kessig.
I have a reason to be in Havengul set up, but it will take a little time to expand upon.
Does that sound like something you could work with in the campaign, or should I scrap it and work on something new?
By the way, I found a nice, big MAP if someone needs it.

Eliana Carlova |

For backstory purposes, is this after the "banishment" of Emrakul? I see that the event plays a part in at least one other backstory. With Avacyn undone recently, I wanted to ask what kind of fallout is the plane dealing with. For descriptive purposes, mostly.
I figured it was after her banishment since the way it's initially described is "Recovering from" not "Dealing with". So I think it's safe to assume that it's after.

TarkXT |

Id like to know how many years since emrakul. Though by the sounds of it not too many as that particular horror's brood still seems to be hanging around and causing problems.
Im very much feeling a gaunts ghosts/sharpe kind of vibe for what i want. A man just trying to do right by his men and country haunted by the horrors of war and the uncertainty of a family curse. His men could not ask for a better commander yet at the same time they know every new contract and conflict he balances on the razors edge of glory and despair.

leinathan |

Here to answer some questions / describe some things.
1. Vampires are made, not born. In order to become a vampire, another vampire has to turn you into one. In Stensia, this is most often done with a human commoner selected for their beauty, intelligence, and loyalty to the vampires.
2. The only lycanthropes known in Innistrad are werewolves. When you play a witchwolf, you will be known to others as a werewolf. Your shifting transformation will have you assume the appearance of a hybrid-form werewolf.
3. Characters with Leadership should create a cohort's fluff to the same standard as they create their own character's fluff. I think the rule I want to go with is Core Rulebook Only for cohorts, when it comes to building them. Cohorts will be under GM control, but can accompany the party on adventures if desired. Larger parties will experience greater threats. For followers, a briefer description will suffice.
4. Emrakul has been defeated and Avacyn is dead. For the purposes of your backstory, this occurred within the last year. The war against the Eldrazi is over, but a few mutated or corrupted beasts still haunt the world's corners, and the angels still suffer from madness.
I'm liking what I'm seeing so far from everyone. Innistrad is a world that sucks to live in, but it's not necessarily a world where everything sucks. I'd like you all to remember that.
I'd also like you to consider that if you'd like to play a werewolf, vampire, or demon, that you really fully lean into it. Those races are not there to provide a variety of racial bonuses to ability scores, but rather to allow some players who wish to play monsters to do so. The vast majority of NPCs you will encounter will be human, and they will consider a werewolf, vampire, or demon to be a threat.

TarkXT |

3. Characters with Leadership should create a cohort's fluff to the same standard as they create their own character's fluff. I think the rule I want to go with is Core Rulebook Only for cohorts, when it comes to building them. Cohorts will be under GM control, but can accompany the party on adventures if desired. Larger parties will experience greater threats. For followers, a briefer description will suffice.
Alrighty. Any idea on how you want ability scores, gold, etc. done? I'm not looking for anything crazy just a ranger 2nd in command.

Storm Dragon |

I'd also like you to consider that if you'd like to play a werewolf, vampire, or demon, that you really fully lean into it. Those races are not there to provide a variety of racial bonuses to ability scores, but rather to allow some players who wish to play monsters to do so. The vast majority of NPCs you will encounter will be human, and they will consider a werewolf, vampire, or demon to be a threat.
As long as it doesn't mean I need to be necessarily...monstrous. I could see playing a character who is a werewolf, and was born one, so just has a very skewed sense of morals. Not evil, but possibly doesn't see any people they harm during the full moon as their responsibility (assuming these werewolves have that particular drawback). They try to do good when they have control, but basically write off any harm they do when out of control as an act of god, basically.
Though apparently I was mistaken on reading the OP, and this isn't a homebrew setting? I thought the Magic: The Gathering reference was just a quick shorthand, but from what people are talking about I can gather it's some MTG subsetting or something?

Brolof |

Though apparently I was mistaken on reading the OP, and this isn't a homebrew setting? I thought the Magic: The Gathering reference was just a quick shorthand, but from what people are talking about I can gather it's some MTG subsetting or something?
Nope, Innistrad is a full plane of MtG, complete with it's own lore and worldbuilding. Google it, the MtG Wiki's got affair bit on the plane for you to read up on.

Andostre |

Yeah, I was confused at first, also, but then I saw someone reference the Interest Check thread for this campaign, where Innistrad is explained. Here's a couple links that might be helpful:
Innistrad on the MtG wiki.
A sort of Innistrad Player's Guide, although for 5E.

leinathan |

leinathan wrote:Alrighty. Any idea on how you want ability scores, gold, etc. done? I'm not looking for anything crazy just a ranger 2nd in command.
3. Characters with Leadership should create a cohort's fluff to the same standard as they create their own character's fluff. I think the rule I want to go with is Core Rulebook Only for cohorts, when it comes to building them. Cohorts will be under GM control, but can accompany the party on adventures if desired. Larger parties will experience greater threats. For followers, a briefer description will suffice.
Mmm, 15 pt. buy, 750 gold? Anything else?

TarkXT |

TarkXT wrote:Mmm, 15 pt. buy, 750 gold? Anything else?leinathan wrote:Alrighty. Any idea on how you want ability scores, gold, etc. done? I'm not looking for anything crazy just a ranger 2nd in command.
3. Characters with Leadership should create a cohort's fluff to the same standard as they create their own character's fluff. I think the rule I want to go with is Core Rulebook Only for cohorts, when it comes to building them. Cohorts will be under GM control, but can accompany the party on adventures if desired. Larger parties will experience greater threats. For followers, a briefer description will suffice.
I take it no traits with the core restrictions?