
Shane Joseph |
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Hey y’all! Looking for an alternative to playing in person. Due to life and schedules my gaming group has taken a long-term break. My LGS hasn’t produced anything that would fit my schedule. So here I am looking to run a game.
I have been a backer of Raging Swan Press for several years and want to continue to put that material to use. I have been reading Painlord’s Guide to PBP GMing and I love his one and only commandment. Finish what you start. So with that I am wanting to run two “one shots” that are linked together and go from there.
These will take place within the city of Dulwich, which is within The Duchy of Ashlar (See Dulwich at a Glance below). The two one shots will take place within the city limits but that doesn’t need to limit you to being city commoners or aristocrats.
I will be out of town June 25th through August 3rd. I will be running the recruitment through the end of July 24th which would give me ample time to select a party and allow the party to get to know one another and kick off the adventure on August 5th when I am back. I will be selecting 6 PCs at Painlord’s suggestion due to attrition. See Character Creation below
Recruitment Deadline: July 24th 12:00p Central
Ruler: Wido Gall
Government: Overlord
Population: 4,734 (4,634 humans, 15 dwarves, 3 elves, 11 half-elves, 8 half-orcs, 63 halflings)
Alignments: LG, NG, N, LN, LE, NE
Languages: Common, Dwarven, Elven
Resources & Industry: Lumber, pottery, wool
Dulwich stares out across the Salt Mire towards Hard Bay, the Forest of Gray Spires at its back. Just a few hundred years old, it rests on the remnants of numerous older structures built on a strip of dry land between the swamp and forest. One of the largest settlements in the Duchy of Ashlar, Dulwich serves as a major hub for merchants and travelers. A stout stone wall surrounds the main town, offering protection from the dangers lurking in the Salt Mire.
Wealth flows through the town in aplenty due to the lucrative timber industry and Dulwich’s position as a trading center. Its citizens live in well-constructed two-story homes of stone (harvested from earlier settlements) and wood. While most of its streets remain hard-packed dirt, cobblestone paved roads appear in more affluent areas. A recently built keep lies at Dulwich’s center, built over an older wooden fortification. Its towers barely top the tall spire of the nearby Temple of Conn, a magnificent cathedral built with contributions from the town’s affluent citizens.
Many of Dulwich’s citizens are craftsmen, merchants or traders of some sort, with many more involved in logging. Guilds form the backbone of Dulwich, not just as a source of trade and income but also as a way of life. A few businesses cater to outsiders, particularly adventuresome types. To the west and south lies the ruins of Valentin’s Folly, a small castle frequently sheltering wanted bandits (and—it is rumored— much worse things). Within the forest, a day to the south lies the feared and legendary Shunned Valley, believed by the locals to be haunted. These are just two nearby attractions. The great and illimitable, doom-drenched halls of Gloamhold lie far to the north.
Dulwich still mourns the recent death of the former high priest of Conn, Taistro Rintala. His successor, the young priestess Vuokko Laiten, now heads the temple.
TOWNSFOLK
Appearance: Dulwichians are typically fair-skinned with brown or sandy-colored hair and blue, hazel or brown eyes. Men prefer long moustaches without beards, while women wear long hair in buns or piled up with elaborate tresses and pins for the wealthy.
Dress: Fine-spun woolen tunics and breeches for the working class are the norm, dyed in the colors of the various trades or guilds the Dulwichian is assorted with.
Nomenclature: male Einar, Jarmo, Pekka, Vesa; female Elena, Irja, Riita, Ulpo; family Eskola, Leino, Salonen, Takala.
TRADE & INDUSTRY
Dulwich is mostly known for its booming lumber industry, which employs many citizens and brings in great wealth. Though a significant source of income for the town, it is not Dulwich’s only notable industry. Many citizens belong to the town’s guilds, making everything from pottery to clothing, and members wear their guild’s colours to denote their membership. The various guilds typically occupy entire streets. No craftsman may operate in a trade without joining the relevant guild.
THE GUILDS
The Gall family rule Dulwich, as they have since the town was founded centuries ago. However, the merchant class are becoming increasingly influential in the town's day-to-day affairs, and a clandestine struggle is going on for power. Recently, this struggle has spilt out into the town’s religious life, with both the guilds and Wido Gall attempting to secure the support of the new high priestess of Conn—Vuokko Laiten. Four guilds, the Blacksmiths’, Potters’, Lumber and Woolmans’, dominate Dulwich’s mercantile life.
LAW & ORDER
A well-equipped town guard imposes order in Dulwich, led by the respected captain, Tuula Tenbaran. Lawbreakers are imprisoned in the dungeons beneath Dulwich Keep. Because Wido Gall oversees all trials of note, many of the merchant class suffer stiffer fines and penalties, which compel them to scheme against their lord even further. The merchants, of course, would love to have Tuula Tenbaran in their pocket, but she remains stubbornly loyal to Wido.
THE THIEVES
Unlike Ashlar’s capital city, Languard, Dulwich does not have a single, dominant thieves’ guild. Rather, a patchwork of minor gangs struggle incessantly among themselves for territory, standing and profit. Most such gangs number no more than a dozen individuals, and most of their members are not particularly skilled. Dulwich’s two most notable gangs are the Shadow Spiders (the most powerful and violent of the gangs) and the Black Cats (who are popular with the common folk as they liberally share their ill-gotten gains).
NOTABLE LOCATIONS IN BRIEF
Most of Dulwich comprises peasant homes and businesses. A few locations, however, are of interest to adventurers:
1. Dulwich Keep: Seat of the Gall family, the squat Dulwich Keep lies at the heart of Wido Gall’s machinations. The town guard is based here, and the dungeons below the keep house lawbreakers and those who fall foul of Wido.
• Wido Gall (male human wizard) rules Dulwich. He seeks to extend his influence to the nearby village of Longbridge, at the expense of his rivals.
• Tuula Tenhunen (female half-orc warrior) leads the town guard and is fiercely loyal to Wido Gall. She is nicknamed the “Iron Maiden” due to the mask she always wears.
2. The Lawgiver’s Hall: The lofty spire of this elaborate cathedral dominates Dulwich’s skyline.
• Vuokko Laiten (female human cleric of Conn) serves as Conn’s high priestess in Dulwich. She is young for the role, and some see her as unsuitable. Both Wido Gall and the merchants vie for her favor.
3. Lumberyard and Guild Hall: The lumber guild is wealthy and influential; their holdings reflect their status.
• Ossi Karppanen (male human) leads the lumber guild and seeks to instate a ruling council of merchants. He is one of Dulwich's richest citizens and consequently has much power and influence.
4. The Dancing Bear: Run by the former half-elven adventurer Nurlon Rekinen, this is a popular drinking establishment for adventurers and off-duty guardsmen.
• Nurlon Rekunen (middle-aged male half-elf warrior) runs the Dancing Bear, which caters to adventurers and travelers. He is a former adventurer and Nalthra’s twin.
5. Nalthra’s Jewellery: Nalthra is Dulwich’s most renowned jeweler. She might not offer the best price for gems and jeweler, but she can handle large deals.
• Nalhra Rekunen (middle-aged female half-elf) frequently seeks precious gems to work into pieces of art but is renowned for not offering good prices. Nalthra is a renowned jeweler.
6. The East Gate: This sprawling inn is popular with Dulwich’s wealthy.
• Hannu Mieho (old male human) owns the inn and loves rubbing shoulders with his rich and powerful customers. He does little actual work these days.
7. The Golden Skull: This dingy, forgettable watering hole has a fighting pit and gambling hall beneath the tavern.
• Voitto Markku (male human) owns the tavern and has the look of one who does not often see the sun.
8. Eronen’s Safe Travels: The retired, one-armed adventurer Henni Eronen runs this large, well-stocked general store.
• Henni Eronen (female human warrior) is extremely knowledgeable about the town’s surrounds.
9. Saini Alanen’s House: Home to Dulwich’s most renowned sage, the ground floor also serves as a public library. Saini is available for private research projects.
• Saini Alanen (female human) oversees a small, independent library where she researches the local area and assists in political matters.
10. Cemetery and Catacombs: Recently, rumors of strange goings-on have begun to cluster about these catacombs and mausoleums.
11. Dulwich Marketplace: This bustling daily market hosts numerous stalls and booths. Street performers are rife here, as are wandering merchants and pickpockets.
• Zado (male human) works in the marketplace as a street performer or, perhaps, street performers.
12. Dulwich Poorhouse: Here dwell those who have nowhere else to go. It is a hard, bleak place.
• Chancellor Aadam Ehtaro (middle-aged male human) presides here and oversees the daily hire.
13. Vilimzair's Arms: Named for the near-mythical bard and legendary pirate captain Vilimzair Aralivar, this tavern offers cheap, plentiful drink and bawdy, joyful entertainment.
• Sofia Ehtaro (middle-aged female half-elf warrior) can’t sing, can’t play any instruments and can’t act. Nevertheless, this charismatic woman loves entertaining people
14. The Crooked House: This general store offers a vast variety of things for sale.
• Kerttuli Ilmarinen (female human) runs the Crooked House.
15. Badger's: Guarded by loyal mercenaries, this crenellated manor is a bank, moneychangers and home.
• Bernhard “Badger” Ilmatoivia (middle-aged male human warrior) has a reputation as a man of character. He is an ex-adventurer and is rumored to be fabulously wealthy.
16. The Three Bells: This inn is popular with pilgrims visiting Lawgiver's Hall.
• Valto Ilakka (middle-aged male human) runs the Three Bells as his family has done for generations.
Major Human Deities
ABARIN
N greater god of industry and artifice
Epithets: The Creator, the Great Craftsman
Symbol: A convoluted mass of cogs and gears
Domains: Artifice, Fire, Knowledge, Rune
Favorite Weapon : Warhammer
Raiment: Full-length leather apron
Worshippers: Blacksmiths, crafters, engineers and inventors
Teachings: The Great Creator created everything. To build and invent is to praise him. Strive to better what already exists.
Holy Text: The Blessed Manual of Creation is a series of dense tomes filled with Abarin’s holy teachings and truths about the essential essences of the world. In it, Abarin reveals the proper methods of creating iron, steel and many other materials necessary for invention. The Blessed Manual of Creationis a series of books in flux—successive generations of worshippers add new discoveries to the faithful’s teachings and writings.
Additional Notes: Abarin’s faithful are craftsmen, inventors and the like. Abarin’s temples contain many complicated devices, such as water clocks and even primitive firearms. Mechanical or clockwork guardians often protect Arabin’s temples.
Temples & Shrines: In Ashlar, Abarin’s worship is centred in the great temple-workshop of the Great Forge in Languard. Most craftsfolk maintain a small shrine to the Great Craftsman somewhere in their workshop. Arabin’s faithful often work closely with followers of Morden to bind enchantments into their most beautiful and intricate creations.
CONN
LN greater god of community, family and rulership
Epithets: The Father, the Lawgiver
Symbol : Two hands clasped in a handshake
Domains: Community, Law, Nobility
Favorite Weapon: Light mace
Raiment: White robes with two clasped hands sigil
Worshippers: Nobles and peasants T
eachings: Order brings prosperity, safety and happiness. The family is the most important unit of society; its protection is the most sacred duty.
Holy Texts: Law and Duty – a dense, legalistic text—sets out Conn’s teachings and the place and duties of each worshipper. Other important texts and commentaries deal with legal decisions made by the faithful’s judges, along with musings on the power of law and the depravity of chaos.
Additional Notes: Conn is the god of law and order. His teachings bind the people of Ashlar together, and his clergy are the most powerful in the duchy. Conn’s clergy serve as judges who oversee Ashlar’s law courts, and, thus, they are widely reviled by near-do-wells, thieves and assassins alike.
Temples & Shrines: The Father’s Hall—the most impressive of Languard’s landmarks—is the center of Conn’s faith in Ashlar. The cathedral dwarfs the surrounds and is an obvious sign of the priesthood’s power. With the exception of the Black Tower, it is the single biggest structure in the duchy. Extensive catacombs filled with the city’s dead lie under the cathedral.
DARLEN
LG greater god of law, order, justice and the sun
Epithets: The Justicar, the Shining Light, the Noble One
Symbol: The rising sun
Domains : Good , Law, Protection, Sun
Favorite Weapon : Longsword
Raiment: Voluminous, white cowled habits; unless expecting battle, clerics do not wear armor
Worshippers: Nobles, paladins and warriors; enemies of Braal
Teachings: The strong must protect the weak. Those with great abilities or aptitudes must use their gifts for the betterment of their fellows. The faithful must be ever vigilant for evil’s rise but must show mercy when dealing with its tools.
Holy Texts: Darlen’s teachings are set down in the Scripture of Law—a vast tome containing teaching, stories and lessons by some of his early, prominent followers. Divine Order and On Darkness’ Rise are important early commentaries penned by legendary high priests.
Additional Notes: The holy warriors of the Order of the Watch Eternal stand between Ashlar and the darkness pressing in on all sides. Its members are heroes and protectors of the common-folk. Some of their number delve into Gloamhold’s sinister, benighted depths while others patrol the duchy’s bounds or strike out into the surrounding wilderlands.
Temples & Shrines: Darlen’s faithful live throughout Ashlar. The Watcher’s Spire—also known as the Champion’s Abbey—is one of the most heavily fortified places in the duchy. The faith’s paladins and warrior monks train at Tor Abbey in readiness for the unending fight against the encroaching darkness.
MORDEN
N greater god of magic and knowledge
Epithets: The Archmage
Symbol: Eight small stars of gleaming light arrayed around a large central star.
Domains: Artifice , Knowledge, Magic, Rune
Favorite Weapon: Dagger
Raiment: Plain robes embroidered with the eight sigils of magic
Worshippers: Wizards and sorcerers, along with those that use and manipulate magic
Teachings: Magic surrounds and binds the world. The gods used magic to bring forth the world and all in it. Learning the secrets of the world is to learn the truth of the gods.
Holy Texts: Worshippers study the universe and everything in it, recording their findings in great tomes of lore. Many such tomes fill the Black Tower’s library. Every spellbook is sacred holding—as it does—Morden’s teachings.
Additional Notes: Worship of Morden is practically non-existent among the bulk of Ashlar’s populace. To them, Morden’s teachings are an impenetrable mystery replete with strange words, otherworldly rituals and many rumors repeated by scared or drunk commoners—and that’s just how his followers like it as it keeps non-believers away.
Temples & Shrines: Few shrines to Morden exist in Ashlar. The Dreaming Spires holds a shrine—the Shrine of the Eight— dedicated to Morden, but the center of his worship in Ashlar is the Black Tower, home to the Sagacious Masters of the Eldritch Nexus. Here, in the Star Chamber is the greatest concentration of wizardry in the duchy.
MOTHER, THE
N greater goddess of the seasons, sun and moon
Epithets: The Mother
Symbol: A stylized moon or sun with a smiling female face
Domains: Animal, Plant, Sun
Favorite Weapon: Quarterstaff
Raiment: Plain brown robes
Worshippers: Druids, farmers, hunters and peasants
Teachings: That which rises must fall, and that which is born must die. The Mother gives life to all, and in death, all return to her.
Holy Text: The Mother has laid down no definitive text for her worshippers to follow; instead, the faithful believe the natural rhythm of the seasons illuminates the goddess’ teachings. They watch the passage of the sun and moon across the sky in search of omens and mark the passing of the seasons with various rites whose origins are lost in Ashlar’s pre-history. Some sects of the faithful engage in monthly fertility rituals which are little more than orgies.
Additional Notes: A schism grips the worshippers of the Mother. Some claim the moon is pre-eminent while others worship the sun. The schism is not violent but has led to lengthy, rambling theological discussions between the brethren. To non-believers, such matters are, of course, of little import.
Temples & Shrines: No large temples dedicated to the Mother exist in Ashlar, with the exception of the Mother’s Garden located a few miles outside Languard. The garden stands around the eye—a megalithic double ring of ancient, weathered stones. Most folk who worship the Mother do so in the fields or woods surrounding their homes.
SERAT
CN greater goddess of the sea, storms and voyages
Epithets: Mistress of Storms, the Uncaring
Symbol: A cresting wave
Domains: Chaos, Travel, Water, Weather
Favorite Weapon: Trident
Raiment: Green and grey robes
Worshippers: Explorers, merchants and sailors
Teachings: The sea and its mistress are eternal. Its waves bring life but also death. All bounty flows from the sea, and all must return whence it came.
Holy Text: The Book of Tides not only teaches of the timeless beauty of the ocean but also records details of tides, storms and other nautical phenomena stretching back centuries. It records shipwrecks, strange sightings at sea, details of the many monsters dwelling in the sea’s depths and more.
Additional Notes: As wild and unpredictable as the sea, sailors, merchants, and pirates alike placate Serat with glittering gifts to guarantee a safe voyage. Some believe Serat is the physical embodiment of the sea. Others believe she dwells in a glittering, crystal city far beneath the waves. During services, offerings are cast into the sea. Her priests are often shipwrights, navigators or sea captains. Temples & Shrines: All coastal settlements have a shrine or temple dedicated to the Mistress of Storms, and most fisherman and the like own at least an icon of the Uncaring one. In Languard, the Fane of the Waves Eternal overlooks the Svart’s estuary. Unsurprisingly, Serat’s worship is almost non-existent away from the coast.
MINOR HUMAN POWERS
BEHRON
N lesser god of travel
Epithets: The Farwanderer
Symbol: The open road running to the horizon
Domains: Earth, Travel, Water, Weather
Favorite Weapon: Light mace
Raiment: Plain brown robes
Worshipper s : Explorers, merchants, rangers, travelers and wanderers Teachings: Only by wandering do we find ourselves. Those that settle down deny the boundless beauty and wonder of the world.
Holy Texts: The faithful obsessively make and gather maps and write journals describing their travels. These are stored in the sect’s various roadside shrines and often contain amazing tales of far-off lands and places. Some such journals contain details of legendary places and are sought out by adventurers keen to learn more about such locales.
Additional Notes: Behron’s faith is a minor thing in Ashlar with little power. However, its adherents are widely accepted as having great knowledge of the land; some occasionally serve as guides or lead expeditions into wild, unexplored places. Some followers ally themselves with Serat’s priesthood if their journeying should take place over water; in many ways, the two faiths are natural allies.
Temples & Shrines: Behron’s faithful raise few temples to their lord, and those that do exist stand astride major trade routes, crossroads and the like. Most places of worship dedicated to the Farwanderer are little more than wayside shrines—or small affairs found in travelers’ inns.
BRAAL
NE lesser god of hate, malice and revenge
Epithets: The Hated, Dweller in Shadows
Symbol: A cloven skull
Domains: Destruction, Evil, Trickery
Favoured Weapon: Morningstar
Raiment: Braal’s adherents wear cowled black cloaks smeared with their sacrifices’ blood and often shave their heads.
Worshippers: Braal whispers dark promises to the dispossessed, the bullied and those who desire power over their compatriots. Goblins and half-goblins also worship Braal, although he disdains such odious worshippers.
Teachings: Strike from the shadows; punish those who have wronged you, and show no mercy. Take what you want and destroy that which you cannot take.
Holy Texts: The worship of Braal is not as prescriptive as other religions. No universally agreed-upon text exists, but several dark tomes are preferred by various sects.
Additional Notes: Braal is the dark to Darlen’s light. The struggle between the two is ancient and unending, and great enmity exists between their worshippers. For all his plotting and evil doings, however, Braal is nothing compared to the elder power of certain ancient, primal demons. Temples & Shrines: Braal’s temples are dark, hidden places concealed far from the prying eyes of non-believers. Normally his worshippers organise themselves into cults that confine themselves to a small geographical area. His followers are always secretive types, well-versed in hiding in plain sight.
KALRON
N hero-god of battle, martial skill and heroic struggle
Epithets: The Warrior
Symbol: A two-headed battleaxe
Domains: Destruction, Protection, Strength, War
Favorite Weapon: Battleaxe
Raiment: Followers of Kalron normally wear armour of some sort over which they wear a tabard with the god’s axe sigil emblazoned upon it.
Worshippers: Guards, soldiers, mercenaries and warriors
Teachings: Through hardship and struggle comes strength and glory. Sacrifice begets strength. Become one with your weapon, for in such unity lies unbreakable strength.
Holy Texts: Kalron’s followers study the Art of the Fighting-Master. This book sets out the techniques required to wield an array of weapons, including the battleaxe, longsword and morningstar. Additionally, it comprises many lessons on determination, struggle, courage and strength through adversity. Various worshippers have written additional treatises—for example, Lempinen's On the Axe—which deals with more advanced fighting techniques and practises.
Additional Notes: Kalron was an ancient hero elevated to divine status because of his legendary bravery, battlefield exploits and devotion to his martial skills. His worship is comparatively new, given Kalron ascended to godhood mere centuries ago. Temples & Shrines: Most shrines to the hero-god are found in barracks, castles and other places worshippers gather.
MELANDIA
CN (NG) lesser goddess of fire, passion and love
Epithets: The Blazing One, the Flame Everlasting
Symbol: A blazing fire Domains: Chaos, Fire, Sun
Favorite Weapon: Whip
Raiment: Red and orange robes decorated with yellow embroidery
Worshippers: Lovers, smiths, those who use fire in their work and lives; pyromaniacs, arsonists
Teachings: Fire and flame, passion and love—all must be kept burning. Fire consumes, and fire creates; love consumes, and love creates. Fire and smoke reveal all.
Holy Texts: Each temple holds a collection of the Tablets of Fire— sacred tablets of beaten iron (or bronze in the case of particularly ancient sets) inscribed with Melandia’s teachings.
Additional Notes: Melandia is sometimes a misunderstood power; many folk see fire as a destructive force, whereas her followers know fire as a powerful servant vital for life. Many of her followers practise capnomancy and causimomancy.
Temples & Shrines: Melandia’s temples are hot, smoky places featuring a central fire pit in which flames are always burning.
SUVIA
CN (LN) lesser goddess of luck
Epithets: The Lady of Chance
Symbol: Two six-sided dice
Domains: Chaos, Law, Luck
Favorite Weapon: Dagger
Raiment: Garments featuring embroidered numbers, the scales of fate and so on
Worshippers: Gamblers, adventurers, those in need of luck
Teachings: Luck is all; fate is inescapable
Holy Texts: Suvia’s orthodox followers have no universally agreed upon text; the Numemancers among them study advanced mathematics and constantly seek out such works.
Additional Notes: Suvia’s orthodox followers believe luck is random but that Suvia bestows good luck on her favorites. A small heretical sect—the Numemancers—believe luck is not random but is a result of the universe’s immutable laws and patterns; studying these through the practice of arithmomancy brings great advantage. Disagreements and arguments between the sects can turn violent.
Temples & Shrines: Suvia has no established temples in Ashlar but is a popular deity nonetheless. Gamblers call upon her for her blessing, and adventurers often call out to her—often in desperation.
TEMYS
CN lesser goddess of thieves
Epithets: The Silent One, the Light Fingered Lady
Symbol: A downward-pointing dagger
Domains: Darkness, Luck, Trickery
Favorite Weapon: Dagger
Raiment: Black and grey loose-fitting robes
Worshippers: bandits, ne’er-do-wells, smugglers, thieves
Teachings: Take what you want and what you can; those who cannot guard their valuables are weak and deserve to lose them.
Holy Texts: Written by an unknown master thief many centuries ago (although some believe Temys herself wrote the book), Nimble Hand, Nimble Mind lays down timeless wisdom for thieves, confidence tricksters and the like.
Additional Notes: Powerful clerics of Temys are rare; many multi-class with levels of rogue and lack the focus to attain high levels of divine power.
Temples & Shrines: Temys is worshipped wherever thieves gather. Her temples are often hidden, secret places normally located in or near a thieves’ guild.
VAINAMON
N lesser god of art and music
Epithets: Lord of Song, the Guiding Hand
Symbol: A beautiful hand-held harp
Domains: Artifice, Charm, Community, Knowledge
Favorite Weapon: Rapier
Raiment: Working clothes suitable for practicing one’s art
Worshippers: Artists, bards, entertainers, musicians, performers Teachings: Art and music are the greatest of all mankind’s creations. Beautiful creations can live on for centuries long after the creator is naught but dust.
Holy Texts: Vainamon’s faithful follow no single book; any work dealing with the creation of art is sacred to them.
Additional Notes: Vainamon’s clergy do not directly wield political power, but his adherents are often called on to create objects, plays and songs of great beauty and influence for noble or wealthy benefactors.
Temples & Shrines: Most theatres, and some taverns and inns, feature a small shrine to the Lord of Song. Wandering bards, entertainers, and the like spread the beauty of their art and their lord’s word through their performances.
DWARVEN PANTHEON
As sturdy as the hills and mountains in which dwell their followers, the gods of the dwarves are mighty defenders of the folk. Opposed to the orcs’ small, bestial pantheon and wary of the flighty elves, they keep their own counsel and rarely manifest themselves to their followers. They only appear in times of great need, and then their wrath is great.
Duregal the Highlord, Father of the Dwarves: LG greater god of dwarves. Domains: Craft, Earth, Good, Law, Protection. Symbol: hammer over an anvil. Favorite Weapon: warhammer.
Dalrak Grimtooth, Lord of War: LN greater god of war and battle. Domains: Destruction, Law, Strength, War. Symbol: dwarven waraxe. Favorite Weapon: dwarven waraxe
Grondinn the Seeker: NG lesser god of explorers, lore, wanderers and travel. Domains: Good, Knowledge, Travel, Weather. Symbol: a pair of boots. Favorite Weapon: longsword
Khanoss the Miser: NE greater god of wealth and greed. Domains: Evil, Luck, Trickery. Symbol: a jewelled dagger. Favorite Weapon: dagger
Thaun the Forgemaster: N greater god of metal, mountains and mining. Domains: Darkness, Earth, Travel. Symbol: a golden ingot. Favorite Weapon: heavy pick
Valra the Hearth-Mother: LG greater goddess of safety, truth and home. Domains: Community, Good, Healing, Law. Symbol: two interlinked silver or gold rings
Favorite Weapon: heavy mace
Vorngrimm the Trickster: N (CN) greater god of wealth and luck. Domains: Chaos, Luck, Trickery. Symbol: a multi-faceted gem inside a mountain. Favoured Weapon: heavy pick
ELVEN PANTHEON
Wreathed in magic and wonder, the elves’ gods and goddesses are some of the most powerful of the non-human deities. Implacably opposed to both the orc’s small pantheon and the dark elder powers of Dagon and the like, the elves’ gods are strong champions of good.
Anstis Shaelress Lord of the Bright Morning, the Dawnstar: CG greater god of music, poetry, magic and war (Domains: Chaos, Good, Magic, Protection, War; Symbol: a crescent moon; Favoured Weapon: longsword).
Illurien Dohavinyr Lady of the Summer Winds, the Tempest: CG lesser goddess of air, winds and weather (Domains: Air, Animal, Chaos, Good, Weather; Symbol: a bird with wings outstretched; Favoured Weapon: shortbow). Kaldarien
Ahviaana Lord of Mischief: CN lesser god of mischief and change (Domains: Chaos, Luck, Trickery; Symbol: a gloved hand; Favoured Weapon: short sword).
Thanarii Caelvanas Lord of the Hunt, the Silent Moon: CG lesser god of archery and hunting (Domains: Animal, Chaos, Good, Plant, War; Symbol: a silver arrow; Favoured Weapon: longbow).
Seluria Inamiltae Lady of Beauty, the Greatest Love:[/b CG lesser goddess of romantic love and beauty (Domains: Chaos, Charm, Good, Magic, Protection; Symbol: a golden heart; Favoured Weapon: dagger).
[b]Zenobia Solith Lord of Time, the Eternal One: CG lesser god of ageing, longevity and time (Domains: Chaos, Good, Knowledge, Sun; Symbol: the setting sun; Favoured Weapon: sickle).
GNOMISH PANTHEON
Gnomes are rare in Ashlar—most such individuals have come to the duchy from elsewhere; thus, their deities are mostly unknown by the duchy’s commonfolk, and there are no notable shrines or temples dedicated to the small folk’s patrons.
Lemminkai the Brash: LG greater god of gnomes, mischief and daring (Domains: Good, Law, Protection, Trickery, War; Symbol: a pile of gold coins; Favoured Weapon: battleaxe).
Tuanao the Hunter: NG lesser god of forests, mischief and thievery (Domains: Animal, Plant, Travel, Trickery; Symbol: a vine-wreathed spear; Favoured Weapon: spear).
Ajatar the Deep-Delver: CE lesser god of blood, evil, illusions and wealth (Domains: Chaos, Death, Earth, Evil; Symbol: a pick dripping blood; Favoured Weapon: light pick).
Ahto the Stonefather: NG lesser god of earth, magic and nature (Domains: Animal, Earth, Magic, Plant, Rune; Symbol: a large flawlessly cut diamond; Favoured Weapon: quarterstaff).
Vanamuin the Tinkerer: NG lesser god of artifice and smithing (Domains: Artifice, Fire, Good, War; Symbol: a hammer over a flaming forge; Favoured Weapon: warhammer).
HALFLING PANTHEON
The halfling pantheon is a small one for halflings are generally gentle, peaceful folk. In Ashlar, the only halfling settlement of note is the village of Underdell, and it is here, unsurprisingly, most followers of the halfling’s deities can be found. There are no notable shrines or temples dedicated to the halfling’s patrons anywhere else in Ashlar.
Brindle the Provider: LG greater goddess of halflings (Domains: Community, Good, Nobility, Trickery; Symbol: a shield; Favoured Weapon: short sword).
Varrus the Wise: N greater god of weather and farming (Domains: Air, Animal, Earth, Plant, Weather; Symbol: a blooming rose; Favoured Weapon: sickle).
Lorelei the Defender: LG greater goddess of protection and defence (Domains: Healing, Protection, Strength, War; Symbol: short sword crossed over a shield; Favoured Weapon: short sword).
Bryony the All-Mother, the Matron: LG greater goddess of friendship, community and trust (Domains: Community, Good, Law; Symbol: a pathway leading to an open door; Favoured Weapon: staff sling).
Tomninon the Trickster, the Shadow: N lesser god of stealth, sneaking and daring (Domains: Luck, Travel, Trickery; Symbol: a dagger; Favoured Weapon: dagger).
Recruitment Deadline: July 24th 12:00p Central
In my selection process I will weigh concept over crunch.
Books Allowed: Core Rulebook, Bestiary, GameMastery Guide, Ultimate Equipment.
Level: Level 1
Ability Score: 15 Point Buy
Races: Core only, but also keep in mind the race breakdown of Dulwich. No variants.
Classes: Core only, no archetypes.
HP: Max at 1 rolled from there.
Starting Wealth: Class Average.
Traits: 2 Traits, no drawbacks. (This is the only difference in what books are allowed.)
Alignment: No evil.
Vital Stats/Info: To help everyone out, use this tagline template for your PC.
Who Are You? Your character has 1 PC level. They are more experienced than most of the citizens, but they aren’t returning from slaying the creature from the depths of Gloamhold. Are they part of one of the local guilds? A prize fighter at The Golden Skull? Run a merchant booth in the Dulwich Marketplace?
Combat: These one shots have maps for the main objective, so we will use Google Slides for those battles. If it is something that is more “out of rounds” we will just RP it.
Post Per Day: I am looking for a group that can commit to posting once per day. I am an early riser and am usually up two hours before my family. Between 6-7 am (central) is when I will do my posting each day.
Have Fun: If you’re not having fun you’re not going to want to play. If you find yourself not having fun in my game please PM me and we will work together to help correct the situation.
Thank you if you made it this far. I'm sure you will have questions, ask away. Good luck!

Shane Joseph |

Question, are there any Barbarian tribes or the like? Not sure if I am going to Submit a Barbarian, but it would be nice to know where they might come from in this setting. Thank you
No... and yes? Those who apply would know that there are monstrous race tribes within the woods to the south of Dulwich, mostly Orc and Gnoll. But they're aren't what I would think of when it comes to the iconic barbarian Amiri in the pathfinder setting.
Don't let that stop you from making a barbarian, we might just need to flavor it a little bit differently.

Ridge |

No... and yes? Those who apply would know that there are monstrous race tribes within the woods to the south of Dulwich, mostly Orc and Gnoll. But they're aren't what I would think of when it comes to the iconic barbarian Amiri in the pathfinder setting.
Don't let that stop you from making a barbarian, we might just need to flavor it a little bit differently.
Oh I'm not decided yet. I am currently leaning towards a martial class of some sort at this point.
And yeah, lots of ways to get barbarians without a barbaric people. I'm just trying the best way to fit in the setting no matter what I pick.
Another question... are we allowed to make up some NPCs for our back story? My other idea was a local born fighter with a decent sized family in the area

DM DoctorEvil |

Kudos for world creation! I have not played PF1 for a bit, but would dip in again if selected.
Thinking monk - can you tell me a little more about how that tradition might be supported in your world? In or outside of Dulwich? Would a non-native Outsider-type make sense?
I could also go with a arcane caster if that's an easier fit into the already existing panorama.

Dargys |

Okay. Ridge here... It may need a touch up or two, but I think I've got my concept...
Check profile for mechanics
And I will now bury folks with a wall of text for his backstory. You have been warned:
Backstory: Dargys Sudwark listened to his grandmother ramble at the table while he and her other grandchildren ate. She was supposed to be eating too, but as usual, preferred to talk. It was a bit annoying. While the food was modest fare, he and his fraternal twin had worked hard to put it on the table.
"A red unicorn, that was the symbol of our house, yes it was. Your...ancestor, oh, about seven generations ago, was none other than Baron Dargo Sudwark, and he was a legendary warrior," She insisted.
The legend had not persisted if it were ever true. Dargys doubted it was. Oh the warriors in the family. His father had been a mercenary, then later a guardsman when he settled down. And his grandfather, who died when he was very young, taught Dargys dad some nice shield tricks that must have come from somewhere. But if there were some legends about some Dargo Sudwark, it sure wasn't being spoken of in the taverns by any bard he ever heard of.
Nanny Telena kept on rambling though as if it were carved some mountainside by the gods themselves, "Held the line ,he did!" She insisted.
One of Dargys' youngest siblings spoke up "What line, Nanna?"
The youngest ones still wanted to believe. Wanted to believe grandma's rambling about how once Sudwark was a noble family. With both his parents dead, and the pressure of caring for younger siblings and a dotty grandmother on his shoulders, Dargys just wanted to find a realistic way to make sure they all had food on the table, and good apprenticeships so they's survive.
"Well," His grandmother had hit that usual bump in her mental road. After all, she wasn't alive 200 years ago, so all she had was whatever story was told her, "I don't' recall, but it was very important" She harrumphed.
"Eat, that's important," Dargys finally said.
"Oh fuss fuss fuss, you're so serious, Dargys. You should find yourself a noble lady to wed, reestablish the house," She began to eat though.
The young fighter had explained to his grandmother that the women SHE thought were wife material were protected by groups of well payed warriors who would beat the living crap out of him for even looking at their charges.
Really, the only thing that lead to any credence to her tales was the fact that some of the shield tricks he had learned from his father were kind of distinctive, and his granny had always said that this Baron Dargo was a renowned shieldsman. When he was younger, he had tried to appease her by getting a red unicorn tattooed on his shoulder. Now he regretted it.
"You going out tonight?" Another of his siblings, not so young, asked, "Should we have the lineaments ready?"
"Yes and.. probably," he said. Fortunately the fights weren't usually to the death, but he had been wounded before. He only entered the 'mercy fights' where killing was frowned on, but.. accidents could happen. Healing would take sometime, but even losing (Which he did more often that he'd like to admit) paid more than porting would, and guard duty positions were so filled up lately that he was passed over.
"You aren't going to that awful Golden Skull place are you?" Nanny Telena looked up from her food, "You're too good for that place. You could do better!"
"Good night, Grandma," he said rather than answer that, "I'll be in late so you just get to sleep. The kids will handle the dishes."
He rose, and put his armor and armor on. Yes, he was probably going to the Golden Skull. He didn't like the place, but it was always having matches compared to other places that were less frequent if higher quality.
And while he didn't agree with his grandmother about her crazy notion that their family was once nobility, he did agree with one thing. He COULD do better... but for him to be able to find a better, some sort of opportunity was going to have to open up- Soon.
*****END Backstory***
TLDR: Dargys Sudwark's grandmother thinks that their family is descended from a noble line but has zero proof and Dargys thinks she's gotten dotty. With both his parents dead, he and his fraternal twin have a family to provide for. So he sometimes goes out, and gets beat up in pitfights and gladiator type smackdowns. He's looking for a better way to provide for his fam.
A lot subject to change on the family or back story. Folks may notice I didn't name or even conjecture about the fraternal twin, and that's partly because IF this gets approved and someone wants to play a human, they could be his sister/brother etc.
As for the Noble Thing...
that's up to the GM. Main options...
#1 Dargys' grandmother is a nut or just totally wrong. There was no Baron Dargo Sudwark. Never was. Dargys is right to focus on living in the 'real world'. He still ends up adventuring to provide for himself and family.
#2 Nanna Telena is totally right, about the noble heritage, the Red Unicorn symbol, the heroism, all of it! or at least more right than anyone suspects at first. Dargys doesn't have knowledge nobles nor access to books of genealogy. Adventuring may also uncover old family treasures or perhaps at least proof.
#3 It is and it isn't true. There was a Baron, but maybe he was a no good stinking traitor. Maybe there was a heroic baron, but Dargys family is actually descended from stable boy that was lucky to survive their purge.
Or whatever the GM wants IF the submission is accepted at all

Shane Joseph |

Hey! I will be answering these questions here shortly. Got away for the weekend and it turns out there was no wifi or cell service. Which was totally okay because of our view.
I'll be back on later today with answers.

Shane Joseph |
2 people marked this as a favorite. |

DM DoctorEvil – Just to clarify, this is not my setting. It is one that I have backed on Patreon for several years and really enjoy the setting. I liked it with my group because it gave us something completely different from Golarion when it came to my turn running.
I hope this answers your question about the monk, but also any questions people have about the core classes within Ashlar…
I apologize that this was not in the original Character Creation post.
The overwhelming majority of Ashlarians are normal folk unable to swing a sword (effectively) or cast magical spells who would never think to choose an adventurer’s lifestyle. However, about one in twenty of the population is exceptional in some way. Grizzled warriors, devout clerics, sneaky rogues and loreobsessed wizards can all be found among the folk dwelling within Ashlar’s borders. The notes below provide details of how members of the most common classes fit into society.
BARDS
Bards are welcome throughout the duchy, for their musical talents and (often comprehensive) knowledge of recent events. Most tavern-keepers gladly host a bard for free in return for nightly performances in the taproom. Some particularly skilled bards can count local lords as their patrons and live in relative luxury. Some adventurers hire bards specially to sing of their great deeds.
CLERIC
Clerics can be found in all Ashlar’s settlements of note. Worshippers of Conn and Darlen are particularly common; in coastal settlements, worship of Serat is well-established. Conversely, worship of Abarin is mainly confined to Dulwich, Dunstone and Languard. Those venerating the dark power Braal do so quietly and in secret.
DRUID
Druids are uncommon in Ashlarian society; such folk tend to dwell in the wild places on the duchy’s borders and in the Salt Mire’s fetid depths. Worshippers of the sun and moon, the druids follow the elder traditions of Ashlar’s original inhabitants. Their ancient practices occasionally bring them into conflict with Ashlar’s more mainstream faiths.
FIGHTER
Those skilled with the blade are in demand throughout Ashlar. Merchants require guards and local lords are always looking to add a skilled warrior to their entourage. From simple militia men to puissant knights, fighters are perhaps the most common character class in Ashlar.
RANGER
Ashlar lies on the edge of wilderness and as such skulking dangers and lurking monsters ever test its borders. Most rangers are found in the south, scouting the southern woods and watching over the Salt Mire and its denizens. A few skilled or daring trackers have even explored the fringes of the Forest of Gray Spires.
MONK
Monks are rare in Ashlar; most worship Darlen and believe they need no weapon or armor to defeat their foes. Others venerate Conn (the Father) and provide protection to his priests. Particularly martial monks join the Order of the Watch Eternal.
PALADIN
Followers of Darlen, most paladins belong to—or aspire to join —the Order of the Watch Eternal. Dedicated to keeping Ashlar safe from the encroaching darkness, they remain vigilant for external threats to the duchy and to moral decay among the populace. Particularly aggressive paladins take the fight to evil’s minions; such stalwart defenders often mount expeditions into the surrounding wilderlands; some join incursions into Gloamhold.
THIEF
Thieves exist in every Ashlarian town and village. In Languard, Dunwich and Dunstone, established guilds wield much influence over the underworld. In villages, thievery transpires on a much smaller “independent” scale. In coastal regions, thieves also engage in smuggling (and in the case of dismal Coldwater—it is whispered— kidnapping and slavery).
WIZARD
Many wizards of note and accomplishment belong to the Sagacious Masters of the Eldritch Nexus. Neophyte spellcasters are barred from full membership of the guild but may still study with its masters. Other wizards—typically those born into wealth—may study under an independent teacher.
Dargys – Well that gives me some tasty bits to chew on for a bit, strings to be pulled for story. I’ll get back to this with more info.
Johawn the Adventurer – Paladin must be one of my favorite classes and was the first thing I played in this setting. Not that your character would know a whole bunch about them, but he would know of the existence of the Order of the Watch Eternal.
Order of the Watch Eternal: Devoted to Darlen, this order of holy warriors stands between Ashlar and the darkness pressing in on all sides. Its members are heroes and protectors of the common folk often seen riding the borders. A few of their number also delve into the sinister, benighted mysteries of Gloamhold—convinced that some ancient terror lurks deep within. The Order comprises paladins, lawful good fighters and priests of Darlen. It maintains two main fortifications—Tor Abbey in the west and the Watcher’s Spire in Languard.
SodiumTelluride – Looking forward to seeing your cleric.
DoubleGold – The Unchained book is not one on the list, so we will be sticking to the Core Classes as is.
Jolly Old Roger – I did a quick search in the books I have and there isn’t anything I could easily find. I will be reaching out to the developer and seeing if there is more info on his deeds before being elevated to divine status.

Sethiel Lunyris |

The word stung. Twice now Sethiel had applied for selection to the holy paladin order of Darlen, and twice he had been passed over.
He felt sure he was ready this time. He had the knowledge, certainly-- well, knowledge came easily to elves. He had the devotion-- he had surpassed the acolyte rank to become a full-fledged priest at the Watcher's Spire, with all the magic and authority it entails. Well, magic came easily to elves too, he supposed.
Is it because I'm not strong enough? The paladins of Darlen demanded top fighting prowess in all its initiates, if they were to carry out their sacred mission. Here, Sethiel fell short and he knew it. His sword swings were sloppy and telegraphed, his aim unsteady. Worse, his priestly duties left him little enough time to train. If this was what kept him out of the ranking, then he would simply never make it.
Something had to change.
Here's my elf cleric of Darlen, a guy who dreams of being a paladin but can't quite measure up. In combat he's a battle cleric who uses buff spells, out of combat he's a healing font and source of information via Knowledge skills. (If the Cloistered Cleric archetype had been allowed he would totally be one.)
I'm really hoping there will be a paladin in the party, I think that could be a lot of fun. (I don't plan on actually taking any paladin levels, it's just for RP purposes.) It might be cool if he gets chosen for the Order of the Watch Eternal, but who knows. My intended story arc for Sethiel is for him to embrace the calling he's been given rather than chasing someone else's.

Deshe |

Jolly Old Roger here, I went ahead and made the character and pulled out the part about being named after part of Kalron's legend due to us not knowing any, but I'd be happy to put it back in and change name if you get one in time.
This is a young man, following a god of heroic struggle, seeking to make his name and fortune adventuring as many a young and reckless boy has done before him. Longer form Backstory and Crunch in profile.
What I bring to the table:
The best way to Finish what you start is to Keep it simple. I play simple, straightforward characters who often have no big motivations other than helping the party achieve heroic goals. Given your goal seems to be to play two strung together one shots to test the waters of PbP, I'd recommend myself as a stable quick poster whose characters will be happy to open doors in a dungeon and keep things moving forward.
If you're looking to run an intrigue filled game of shifting allegiances and dark temptations and plot threads woven into everyone's backstories, I'm not the man for you. There's not a whole lot in my backstory other than "alive parents" to draw upon. However, I would not recommend such a game for a testing the waters experience.
Painlord’s suggestion of 6 players due to attrition, means that intricate plot threads woven into player's backstories suddenly collapse when those player attrit. I've seen quick paced, lively PbP suddenly grind to a halt after the GM adapted a Module to incorporate a player's backstory as a primary feature- and then said player left, leaving all the other players blowing in the wind.

Shane Joseph |

We have four more days until recruitment ends so I decided to go through and gather the submissions up to this point. There are still others who have expressed interest.
Dargys Sudwark – Human Fighter – Sword & Board
Sethiel Lunyris – Elf Cleric of Darlen
Deshe – Human Cleric of Kalron
@Jolly Old Roger/Deshe I did get in contact with the developer and he said that he didn’t have anything when it came to Kalron’s story and associates. He also mentioned that if anyone came up with something he’d give it a lookover and potentially put it into the lore of the world. So… I’d say have fun with it if you’d like.

SphinxTreecat |
Hi,
Here is my submission, Erik Sarkinen. Erik is a halfling druid from a ranch outside Dulwich. I am imagining him as the fantasy equivalent of a cowboy (with his wolf animal companion substituting for a horse).

Shane Joseph |

Just under two days. I do like the makeup of what has been submitting so far.
Dargys Sudwark - Human Fighter - Sword & Board
Sethiel Lunyris - Elf Cleric of Darlen
Dish - Human Cleric of Kalron
Rasmus Winbald - Human Ranger
Erik Sarkinen - Halfling Druid

pinvendor |

Just in case, here's a wizard I made up. I'd prefer to play Rasmus, but if we don't have an arcane caster, I'll use this guy instead.
When I saw your original post about making a wizard, I thought I had missed my chance! But now I see you already have a foot in the door, so I will begin working on my wet behind-the-ears, recent magic school graduate!
I’ll try to have it ready for consideration later today. If work slows down, maybe soon.

Vellimir |

Vellimir wrote:Just in case, here's a wizard I made up. I'd prefer to play Rasmus, but if we don't have an arcane caster, I'll use this guy instead.When I saw your original post about making a wizard, I thought I had missed my chance! But now I see you already have a foot in the door, so I will begin working on my wet behind-the-ears, recent magic school graduate!
I’ll try to have it ready for consideration later today. If work slows down, maybe soon.
Okay, I don't mind, I just wanted to make sure we had an arcane caster. I don't mind if you do it.

pinvendor |

Here's the crunch for my newbie wizard, Klaus Reiser.
Name might change. Backstory pending, but I'm hungry, so dinner will come first!
@Shane Joseph: Also, regarding traits. Are we limiting to just what's in the APG? And is Rich Parents on the table? My wizard boy would love the extra cash his darling parents would lavish on him...

DM rel20 |

Here is my submission, Belfer Bramblewood. I stuck to the original idea of a slime wizard; I assume re-skinning spell visuals is ok?

Shane Joseph |

Just over an hour remaining, here is where we currently stand.
Dargys Sudwark - Human Fighter - Sword & Board
Sethiel Lunyris - Elf Cleric of Darlen
Dish - Human Cleric of Kalron
Rasmus Winbald - Human Ranger
Erik Sarkinen - Halfling Druid
Alistair Fox – Human Rogue
Klaus Reiser – Human Universal Wizard
Belfer Bramblewood – Gnome Conjurer Wizard
Vellimir’s Wizard option Viktor Magnus – Human Transmutation Wizard
Vellimir - I put your wizard option separate. Play what it is you want to play because characters might come and go, but you should still be happy with the character you're playing. As it stands we have 2 cleric submissions and 2 wizard submissions, not including Viktor.
Pinvendor - Great question and this might impact everyone else. I am good with most Pathfinder traits, just make it work in who your character is. I am okay with Rich Parents, one other person has selected it. Again, make it fit who the character is. That is the point of the traits.
DM rel20 - I am good with re-skinning the visual flavor of what it does, but if you want Acid Splash wants to look like an ice orb that is cool but it will still do Acid damage.

Vellimir |

Just over an hour remaining, here is where we currently stand.
Dargys Sudwark - Human Fighter - Sword & Board
Sethiel Lunyris - Elf Cleric of Darlen
Dish - Human Cleric of Kalron
Rasmus Winbald - Human Ranger
Erik Sarkinen - Halfling Druid
Alistair Fox – Human Rogue
Klaus Reiser – Human Universal Wizard
Belfer Bramblewood – Gnome Conjurer WizardVellimir’s Wizard option Viktor Magnus – Human Transmutation Wizard
Vellimir - I put your wizard option separate. Play what it is you want to play because characters might come and go, but you should still be happy with the character you're playing. As it stands we have 2 cleric submissions and 2 wizard submissions, not including Viktor.
Pinvendor - Great question and this might impact everyone else. I am good with most Pathfinder traits, just make it work in who your character is. I am okay with Rich Parents, one other person has selected it. Again, make it fit who the character is. That is the point of the traits.
DM rel20 - I am good with re-skinning the visual flavor of what it does, but if you want Acid Splash wants to look like an ice orb that is cool but it will still do Acid damage.
Thanks for being receptive. Wizard is my favorite class, but I think I should try mixing it up. Either way, I'll be happy with my character, they're both good. I'll wait and see what we need.

Shane Joseph |

We have passed the deadline - this is the official end of our recruitment phase.
As I said before I will be out of town the 7/25-8/3, but during this time I will go ahead and get things sorted out. There are 8 great options, and will be looking at the modules and see what is needed on my end to help facilitate our time together through this adventure.
I will have the discussion & gameplay threads up before I am home and we will already have some interaction in the world before then too.
One little bit of homework I would ask on your end. Before starting this recruitment I read through Painlord's Guide to PBP GMing, and it was and will be a resource I look to as we move forward. Painlord also has his Building a Better Doomed Hero that has 3 great points to help make this a better experience for all. Be sure to click on over there and give it a read. Even if you have read it before, I would urge you to do so again. We are all learning.
Thanks to all of you for the submissions!

Deshe |

Gave Painlord's a read, as before I'd only read Doomed Hero's guide. I definitely agree with the comments about momentum.
In particular, I'd say I'd love everyone going into the game giving a quick approval of the "If someone suggests something and someone seconds it, that's the plan." Just having that out in the open and explicit would be nice.

Vellimir |

Gave Painlord's a read, as before I'd only read Doomed Hero's guide. I definitely agree with the comments about momentum.
In particular, I'd say I'd love everyone going into the game giving a quick approval of the "If someone suggests something and someone seconds it, that's the plan." Just having that out in the open and explicit would be nice.
I'm fine with that rule. Keeping things moving is important, and sometimes challenging. This rule should help that a little bit.

Shane Joseph |

Deshe wrote:I'm fine with that rule. Keeping things moving is important, and sometimes challenging. This rule should help that a little bit.Gave Painlord's a read, as before I'd only read Doomed Hero's guide. I definitely agree with the comments about momentum.
In particular, I'd say I'd love everyone going into the game giving a quick approval of the "If someone suggests something and someone seconds it, that's the plan." Just having that out in the open and explicit would be nice.
I also think this is good to agree on, it helps keep forward momentum.
And remember the most important point across Painlord and DH’s canon: “Also watch out for doors”. Most dangerous thing to ever happen to a PbP.
I chuckled at this when I first read it. We do have casters and a rogue so we could set up standard action set so that it won't get bogged down.
IE: In my description I can say Caster X cast Detect Magic, give results and any checks of needed. Rogue Uses Perception & Disable Device and gives results.
This ^^ is only a suggestion and would need to be agreed on once we get the ball rolling.

Shane Joseph |
1 person marked this as a favorite. |

My trip has been great and I am going to be back on Saturday of this week.
I've had time to think about it and I am going to be taking all 8 of you. Vellimir it is up to you on which concept you would like to play. I can adjust things as needed for the extra PCs.
What's next - go ahead and head over to the discussion page and get to know one another. Feel free to look over each other's background and if you want to be connected to another player in a way you can. Otherwise Dulwich is around 4.7k inhabitants and there is a chance you don't know either other.
What I will ask is in your posting go ahead and give me 2 separate Diplomacy/Cha checks. This is for the purpose of gathering information / lore.

Dargys |

My trip has been great and I am going to be back on Saturday of this week.
I've had time to think about it and I am going to be taking all 8 of you. Vellimir it is up to you on which concept you would like to play. I can adjust things as needed for the extra PCs.
What's next - go ahead and head over to the discussion page and get to know one another. Feel free to look over each other's background and if you want to be connected to another player in a way you can. Otherwise Dulwich is around 4.7k inhabitants and there is a chance you don't know either other.
What I will ask is in your posting go ahead and give me 2 separate Diplomacy/Cha checks. This is for the purpose of gathering information / lore.
NICE! Thank you. I should say I can easily tweak the ages and more of Dargys' siblings as suits the campaign.
And I will post to the Discussion thread as soon as it is up !