Welcome, adventurer! We’re going to play some Pathfinder on here, and it’s going to be on the forums, probably almost entirely. But before we all get excited about rolling dice, slaying monsters, and generally being worshiped / feared by the common folk, know that you’re all going to be playing with randomly-generated characters! You still get to pick the important stuff like skills and feats, race, gender, name, favored class and so forth, but your background is up to chance, just like your stats. As a DM, I’m kind of new and debating a bit on whether to make this a CYOA-type of roleplay thread or a more traditional “dungeoneering party that sticks together” thread as the game was intended. There won’t be any penalties for splitting away from the party unless you’re in the middle of a dungeon-raid or something, and in a lot of instances you’re going to *want* to split away from the party to deal with certain individuals you might have private business with. This is a social game, and I’m pretty sure the smuggling ring’s fence doesn’t want to have five different heavily-armed people barging into what serves as their office. Always remember: the focus here is the story, and the focal point of the story is the main characters. You guys. I’ll give you plenty of stuff to explore, baddies to smack around, plot-things and personal quests. In fact, being an adventurer in itself is one heck of a personal quest, but I’m not going to stop there. Just remember that, if you’re going to start trouble in the cities, the other players might be encouraged to put you down, if the militia or local garrison can’t handle it. Every action has a consequence, so to speak. Thread Rules #1: Don’t make the other players uncomfortable. This includes excessive derogatory language out of character, flirting with the other players after they tell you to stop, bigotry, and so forth. I know Iwaku’s generally a very decent place and this rule shouldn’t have to be stated, but that is not the world in which we live. Note that I didn’t mention in-character actions and behaviors. You can play an openly racist, homophobic, sexist adventurer with the mouth of a sailor, and you’d probably fit right into certain circles of the setting, both “good” and “evil” aligned. #2: You’ve got to be eighteen years of age or older to join. I’m not saying this to promote naughty behavior: this is Pathfinder. Pathfinder’s religious groups are varied and detailed enough to have their own views supporting abortion, graphic torture, masochism, nymphomania, and slavery, and since Pathfinder is based on Dungeons and Dragons, the majority of healers are going to be tied to one of the religions. Compared to traditional Dungeons and Dragons, Pathfinder is the sort of game that decided censorship is for the big companies, and while I'm responsible for the twisted things I put in this thread, I'm not involving minors with these subjects. #3: No metagaming. Your character doesn’t automatically share knowledge with the rest of the party, so s/he doesn’t automatically know what the rest of the party knows, either. #4: Communicate with us! If you aren’t going to be around for a while, let us know in advance so we aren’t stuck waiting for you mid-dungeon or mid-combat. If you’re not having fun, say so! #5: No sexual roleplay in-thread. This isn't the <lib> section, so keep it under your kilt. Setting / Game Guidelines #1: No asia-themed anything. No ninjas, no katanas, no nodachi, no tengu, no samurai, no pagodas, no yukatas, no kimono, no geisha-bards. Kitsune are exempt from this rule, simply because the story behind them isn’t exclusive to Japan: they’re just going to be called Foxfolk (since we already have Catfolk and Lizardfolk). This isn’t racism; it simply conflicts with the setting. On a similar note, gunslingers are not prohibited. They’re just rare. The monk class is also prohibited, as the class depicted describes something of eastern origin. There are many other ways to punch/kick/claw one’s way to victory; trying to be Sabin Rene “Watch-Me-Suplex-This-Devil-Train” Figaro will always end in failure. #2: Familiars, Cohorts, Followers, Eidolons, Steeds, and Animal Companions will be played by the DM. You can also buy pets, steeds, and the services of a bodyguard. Familiars, eidolons, mounts granted by class feature, and animal companions are bound to you, but in the case of the latter two, they’re still animals down to their base nature, even if magic is making them stronger. #3: With the exception of races prohibited by rule #1, pretty much anything in the main books is allowed as a race and/or class. My only rule on this is, if you’re going to play a race marked ‘uncommon’ in the race guide or something not in the books at all, run it by me first. As everything is going to be determined at random, some races will just have to be adopted into the main parts of society. #4: The DM will not powergame the players unless the players start powergaming at the DM. Remember: while the stats are semi-random and a character is expected to be somewhat proficient in their trade, don’t worry about having unusually high or average stats in strange places. Variety makes for interesting characterization: a warrior with unusually strong willpower, a strikingly persuasive “barbarian” even when not mouth-foaming and beating things with an axe, a wizard with abs you grind meat on… Seriously, people don’t expect that stuff! You don’t have to be a tribal to be a barbarian (think dwarven berserkers), and you don’t have to be a barbarian to be a tribal warrior. A tribal wizard is a stretch, but it can still be done. Setting Notes Khalisia is one of three monarchies in the immediate area, and we’ll be starting in one of the border counties. Whether we are sharing our borders with the country’s rivals or some of the various tribes will depend on our party makeup (remember, you can be of tribal descent but raised in the counties). The kingdoms are predominantly human, but most settlements are mixed in terms of racial population. Settled monstrous types are rare, but they do exist. Elves and gnomes tend to exist separately in the deepwoods, but they have their lands as well. Same goes for dwarves, although a tribal gnome or dwarf is almost unheard of. Halfling settlements exist on human land, and many halflings live in predominantly human settlements. Currency works a little differently here: Rather than copper pieces, silver pieces, gold pieces and platinum pieces, Khalisia has ember shells, azure shells, amber shells, and frost shells. The other monarchs have their own denomination of currency. Monsters are not restricted to tribal society, but they are all but nonexistent among the nobility. There are no laws saying a monster cannot hold rank, but the nobility seem to consider it an unspoken rule. Slavery exists. Elves, catfolk and gnomes tend to shy away from the practice of slavery as a whole, but there are individuals that accept it so long as they are not the slave. Many religions preach against it as well, although the church holds no authority over the nobility. There is no "Common" tongue. For humans, the more common language in civilized society is Khalisian, while the tribal types often speak in the Faraldr language. The Turami people have their own language as well, as do the Damarans. For languages, you can choose any two of Khalisian, Faraldr, Turami, and Damaran in place of Common.