View Full Version : Salomia

Dragon Overlord
2013-01-08, 08:29 PM
I’m (slowly) moving a homebrewed world from my notes onto here for a game. This is a big WIP that I can only do when I have some time. Sorry for the roughness. Comments are welcome

Musho-Diga (Main City) Information
Welcome to sunny Musho-Diga: a lovely city to make a killing in, if you don’t get killed first. As you can see, the fighting has stopped, the streets are being cleaned up, and we even have started up the city watch again. Yes, this is a town on the rise and if you want your fortunes to rise with it, then you need to get your business open soon.

We need blacksmiths, carpenters, stonemasons, paper makers, thatchers, inn keepers, coopers, leather workers. book binders, and so much more. Come and work in Musho-Diga. Remember, this town has nowhere to go but up!

Dramatis Personae

Tundercracker|Letho Anoram (http://www.myth-weavers.com/sheetview.php?sheetid=378676)|hunter/tanner/leather worker
Lucretia|Francezka deVor|Madam
Zweanslord|Thomas (http://www.myth-weavers.com/sheetview.php?sheetid=481964)|Farmer/Rancher
Vulaas|Alesti (http://www.myth-weavers.com/sheetview.php?sheetid=483091)|Alchemist
Togo|Valthan (http://www.myth-weavers.com/sheetview.php?sheetid=483814)|Smith
Stegyre|Saraquette (http://www.myth-weavers.com/sheetview.php?sheetid=483065)|Dojo[/table]

Gorram – Owner of Gorram’s Tavern
One of the largest, grimmest, ugliest dwarf you have ever seen. Scars crisscross his face and arms, leading under the thick banded leather armor that he wears. At his belt hangs two well-worn short swords. He has the solid build of a dwarf, but there is something else there. He is too big, the skin is a touch too green and the left ear is pointed. The right ear might have once been pointed but the top half is gone. Scars on his neck and mouth explain his rough growly voice and strange accent.

Em – Barmaid at Gorram’s Tavern
She is very short ( 3’ 6”) and squat barmaid with skin that is pale gray and kind of waxy looking. Her bright and warm eyes dispel any notion of zombie, but her skin does not look right – somewhat cold and unfriendly. She doesn't have upper or lower teeth, just greenish bone ridges where they should be. Will occasionally start using fairly large words.

Ru – Another barmaid at Gorram’s
A gorgeous human/elf woman with waist-length blue hair.

Berrith - ?
He is a tall, pale elf. Has some sort of antagonistic history with Gorram.

Jor – Works for Berrith?
He is one of the largest full-blooded orc that you have ever seen.

Vis – Member of the Grommets
He is a gawky, teenage elf with bright, flaming red hair wearing a simple forest-green tunic.

Kov – Butcher in the Burn
He is average-sized for a human and average looking, with a bald head and a nice smile. He has high quality meat for a pretty fair price

Father Stea – Member of the local Church of Purity
He is a large black man with flowing, straight black hair. While his size and the great sword on his back are intimidating, his smile and friendly blue eyes make you feel that this is a man you can confide in.

Decon Swet – Visiting member of the Neth-e-Stedus Church of Purity
He is short and stooped over. His sallow hands rest on the handle of a coiled bullwhip; braided in razorblades glinting in the sunlight. An angry glare and grimace seem to be permanent parts to his face.

Big Jonn
Big Jonn is a fat and oddly, ugly man with shiny, oily-looking olive green skin and a bald head. He is about 5’8”. He seems to be near-sighted and stares out at the world with his head cocked slightly to the side. He always wears a slightly-tattered, layered, dark gray cloak with his arms coming out of the top layer.

For those who have met him:
He has two more sets of arms between his “main” arms and his legs. The second set has normal hands, but they are folded like a praying mantis’ and look armored. The third set has what looks like sharpened lobster claws or scissors and are definitely covered with a thick, green, carapace armor. These are all fully functional and can be stuck out of other layers of the cloak.

Brother Jorda, Brother Dava, Brother Crios
All three men look like travel stained adventures. Their armor and weapons are worn from use. The first two look similar enough to be brothers with dark brown hair and full brown beards. The third man is blond, clean shaven, and handsome with a nice smile and a hearty laugh. They are item testers for the Foundry Sect of the Church of Purity in Neth-e-Stedus

City Description

Areas of the city

There are about 50,000 people in the city. The city center holds several governmental building and a fairly large Church of Purity. To the north are the old nobles houses. Many are occupied by Raspian’s supporters, but several dozen were torn down and became the army encampment. On the eastern side of the city is where the clerical university and magician’s university used to stand. Both of them tried to remain neutral during the civil wars, and both were sacked, looted, and burned when Raspian’s men entered the city. The ruins of their majestic buildings remain a blight on the city and most normal people try to avoid the area. (Some people still go looting there even now, but some of them never come back.) To the west is where the upper to lower middle class live and work. In the south are the working poor and the just plain poor. You will also find some of the smellier industries here like tanning and glue making. The Burn is directly to the southwest of the city center.
The Burn District
The Burn is an area of the city that was destroyed in the Dragon Wars. Refugees moved in and set up a tent city and for 300 years it has been the city’s poor area. In the recent civil wars, the area has had heavy fighting and so a lot of shops and homes stood empty as the owners either fled or died. Now that the city is relatively stable, people are once again moving into the area and ownership is… fluid.

Some Important Places
Gorram's Tavern
Gorram’s Tavern is a large building at the northeast end of the burn. Made of stone rather than the wood of the shops around it, the shop quietly shows that the owner has been very successful. Inside the front door is a wide open room with rough, dark wood tables of various sizes and heights scattered haphazardly around. Dominating the right side of the room is fireplace so large that you could spit roast a cow in it. On the back wall is the bar counter with several stools in front of it. Above the bar are several weapons and the head of a tiger… if a tiger was 3 meters tall. Doors lead off to the kitchens and the private rooms. The left side of the room has some private booths for quieter business negotiations.

Gorram’s Tavern is well known as neutral territory. A place for anyone to meet and do business peacefully. Thieves and toughs never bother anyone when they are in the tavern. Gorram, a retired adventurer with many dirty tricks up his sleeve, is the bouncer, and he has never had a problem with throwing anyone outside. Aside from this job, Gorram seems to know everyone and can set up meetings between different groups.

Musho-Diga was conquered by King Raspian Curta about two years ago. The government type is disinterested tyrant. Raspian, like all the other warlords, wants to reunite the country under his own banner. He is a fairly good tactician but sees the daily running of the city as beneath him. The city is just one step on his road to glory, so as long as everybody pays their taxes, people join the army, and there are no riots, he basically lets his underlings run the show. As a group, his underlings are fairly competent and so the city is getting better and better.

The Church of Purity
One of the largest religions in several lands is the Church of Purity. They are dedicated to destroying the abominations and reversing the work of Morrack. For several hundred years in Salomia there were laws of tolerance and equality so the church there was dedicated to destroying the bad abomination creatures that threatened the different peoples. Their soldiers would fight the 40 ft tall mold or the fire badgers so they were respected. There was even a special troop who were new races that were dedicated to protecting all intelligent life. (All church holy symbols can detect dragon blood and they will do all they can to destroy the creature, intelligent or not.)

Now that the central government is gone, the church is in crisis. There are some that want to destroy everyone that isn't pure, while others like the churches current role of only destroying the abomination creatures.

People generally like the religious order that goes out to destroy the badger/scorpions or hawk/snakes, but they are getting worried about it turning on themselves. (For the extremists, even if you look like a purebred human, 99.9% isn't good enough.)

Dragon Overlord
2013-01-08, 08:31 PM
Salomia (Main Country) information
The kingdom of Salomia is having a rough time. Large area were decimated in the Dragon Wars 300 years ago. More recently, the King was assassinated 20 years ago (Alledgedly by the kingdom to the north) and a (puppet?) king was installed on the throne. The nobles banded together to get rid of the unliked king, and then fell bickering between themselves on who should be the next king. 20 years of civil war followed and now each of the major cities in Salomia is more like a city state with each leader claiming to be the true king. There are also racial tensions in the country.
Regional Information
Western Area: The Cloud Mountains
The major dwarven underground region in The Clound Mounatins is called Nicha.
Nicha is technically part of Salomia, but it has always been rather autonomous.
The first known sightings of dragons was in this area.
The alleged location of the Black Tower (Morrack’s home).
In the northern part of the range are the metals and gem mines that are now controlled by Neth-e-Stedus.
Beyond the mountains is the elven country of Cenfar.
The few passes through the mountains are very valuable, and several of the current city states are fighting over them.
Eastern Area: The Shenape Ocean
The long coastline is a great place of trade although somewhat cold due to the ocean currents.
Northern Area: Border with Neth-e-Stedus
Once a very green and fertile area with many farms and forests, however during the Dragon War, many battles were fought here and large areas of the land were burned, poisoned, salted or otherwise made inhospitable for all life.
The region is slowly recovering as areas become more fertile and some plants and animals are adapting to the poisoned areas.
Southern Area: Border with Siasur
Dryer area, savannah changing to desert as you go further south.
Sparsely populated.
Central Area: The Heartland
Green hills and forests cover the center of Salomia.

Dragon Overlord
2013-01-08, 08:33 PM
World information

Other Countries

World HistoryFor thousands of years ago the world was very simple. There were the plants, the animals, and the different breeds of humans. Then 300 years ago dragons appeared out of nowhere and tried to take over the world. The different kingdoms had to unite to fight them off, but there were language, cultural, and historical issues to overcome. Finally the mage Morrack tried to unite the different breeds using an empowered, advanced, wish spell. It kind of worked, everything did know one common language; all the people, the animals, the plants, everything. They all united to fight off the dragon armies and they won. The main armies were destroyed and the survivors fled to distant mountains and hidden places where they are hunted to this day.

And… certain natural barriers were torn down at the same time. Everything could mate with everything else. Often it didn’t take or the results would be born dead, but sometimes an unnatural child would be born, like a centaur, or a naga, or a treant. These creatures were politely called Morrack’s children and rudely called abominations. Many were hunted down and killed but groups survived and thrived and now you can find all sorts of things around.

Dragon Overlord
2013-01-08, 08:34 PM
Game World Information (for the business game I am running)

World Changes


Originally there were the humans, the animals, the plants, and the elementals on a different plane. There were no magically beasts. The different breeds of human could all intermix leading to 1/2 orc, 1/4 dwarf, 1/8 elf, 1/8 human that were sometimes bullied, but then the Dragon War and Morrack's spell happened.

After 300 years of new creatures, some people have grown to accept these new races and some people want to destroy them. Traditionally, any good, intelligent being is supposed to have equal rights in this country. What is traditional and what goes on are two different things though.

(There are no angels and demons. The only extraplaner creatures are the elementals. There are things that look like and match many of the stats of angels and demons but they are simply abominations. Similarly the is no locked alignment. Something that looks evil can be good and vice versa.)

There are four common levels of racism. The country's average is around a 1.4 but individuals vary.

Level 5 – Thoroughbreds – I am pure bred dwarf and I don’t even like the other original breeds of humans. (Pretty rare, maybe some noble families still have this.)

Level 4 – Purist – Any of the original breeds of human and mixes are okay.

Level 3 – Hominidist – Intelligent mammals with one head, two arms, and two legs are okay.

Level 2 – Creaturist – Intelligent creatures that come from creature stock are okay.

Level 1 – Accepter – Intelligent creatures that mix in plant or elemental are okay.

Level 0 – Saint – Even dragon-blood are okay. (Level 0 because about 0% of the population has this.)

Magic details
Magic in this world is not a stable force like gravity, but more fluid like water. When the force is still, spells work exactly like they should. When a spell is cast, it is like dropping a rock into a pond and waves are formed. The bigger the spell, the bigger the rock and the bigger the waves are. Spells cast in a trough are weaker than usual or fail and spells cast at the crest are more powerful than usual. Occasionally there are also unintended side effects. As a spell caster gains experience, they get better at predicting the movement of the waves. (Anytime a spell is cast, the player must roll a 1d50 and a 1d2 at the same time. On the 1d2 a 1 means lower, and a 2 means higher. On the d50 low is good. Caster level subtracts from the roll and multiple spells cast nearby recently will add to the roll. Most common effects are spells being slightly weaker or stronger than normal, but there are other effects too.)

For this reason there is usually only one (maybe two) casters in any adventuring party. Often magic users like to sit back and craft items where there is less danger for them. (If your spell fails when you are making a sword, that sucks. If your spell fails while a bear is attacking you, that’s worse.) Item and potion makers make their roll crafting roll like normal, cast their spell and roll to see about magic effects. Scroll makers just make their crafting and spell roll. The magic effect roll happens when the scroll is read.

Continuous magical effects like magic items, permanent spells, illusions, or natural abilities constantly suck away a small amount of the magical force creating a small flow toward the magic. Detect magic spells and abilities show this flow (but there are ways to try to mask it).

Oh, and good/evil/lawful/chaotic are not absolutes so spells that affect them are weaker than normal. (i.e. Detect good, finds creatures that think of themselves as good.)

Additional magic details
I won't give the exact table, but basically there is roughly a 60% chance that the spell goes off normally. Then there is roughly a 30% chance that the spell with be slightly stronger or weaker than normal (a 3d6 fireball would be either 2d6 or 4d6). Then there is a roughly 8% chance that the spell will either just fail or be much cooler than normal. Finally there is roughly a 2% chance that something really strange happens.

In this world there are only two planes. There is the normal world, and the world of the elementals. If there is a heaven or a hell, you can't get there and back to talk about it. Now there are creatures that we (and the MM) might identify as angels and demons, but they are simply abominations. (An angel might be a mixture of a bird and a human, a demon might be a rock elemental/fire elemental/bear/human mixture.) All animals are true neutral. All intelligent creatures can make their own choice so something that looks like a demon can be kind and friendly.
System Information

Now, a little bit more about the profit checking system. I do not have the time to do 80 rolls per player each turn. Basically all of your actions will be decided by a few rolls. I’m still keeping the exact brew a secret (and I'm still fine tuning for each of the different companies) but I’ll give you all some generalities.

First there are character aspects that affect your roll. These include aspects like; ability bonuses, (non-work) skills, personal reputation, connections, status, exhaustion, other, and circumstantial/roleplaying bonuses.

Second there are store/workshop/farm/wagon/etc. aspects. These include your shop/etc. level, main and secondary skills, your business’ reputation, your location, other, and circumstantial/roleplaying bonuses.

(How to raise or lower these is up to you to figure out through playing - use your imagination. Other is when you do something that I didn’t expect.:smallbiggrin:)

Third there are the running/maintaining/supplying (overhead) costs. So your sales minus your overhead equals your profits.

As for materials/supplies… I’m mostly not going to keep track of them. I am going to record that the cooper has 200 GP of wood, the alchemist has 150GP of various chemicals, etc.
On the product side I will keep track that the merchant has 400GP of trade goods, the blacksmith has 200 GP of iron goods.
Specialist crafters will have slightly different tracking system.

Each of you own a very special level 0 company worth 300 gp that you only can get as starting equipment. It is never available again. To upgrade it to a level 1 company costs 250 gp. (50 gp is lost and the company is worth 500gp.)

To found a new level 1 company you must spend 500gp. (Even if it is in the same building, is resource light, doesn’t make logical sense, etc. I’m selfishly going for my ease here.)

To upgrade to a level 2 company the value must be raised to 1100 gp. This can be done all at once or slowly as investment in the company. When you upgrade 100 gp is lost and the company is worth 1000 gp.

Etc.(Level 0 to level 1 200+50) – A wooden hut with rickety shelves, can have 1 employee
Level 1 500 – A decent one room shack, can have 1 employee
Level 2 1000+100 – An okay sized work space, can have up to three employees
Level 3 2000+200 – A medium sized workspace, can have up to 6 employees
Level 4 4000+400 – A two floor workshop (living quarters over a large work space), can have up to 9 employees
Level 5 8000+800 – a stone building – can have up to 12 employees
(etc. Descriptions is just for color, employee numbers aren't.)

As your business increases in level your ability to produce more will increase, your reputation will grow and you will attract and be able to use more employees. There are also some secret bonuses along the way.

If you move your company to a nicer area of town, everything is more expensive, but you attract more affluent clientele. In The Burn it is these prices x1, in a middle-class neighborhood it is these prices x3, and in the rich areas it is these prices x5.

How the Game Works
This game will be run a bit differently than in normal games.

IC thread - Gorram’s Tavern

The IC thread is going to be Gorram’s Tavern. Gorram’s tavern is a relatively cheap place to meet with other business people and talk while eating. Often traveling merchants stop here, as well as having guild meetings, and other forms of negotiation. Gorram is a retired half orc/half dwarf fighter and he makes sure that the place stays quiet and peaceful. He will also witness any contracts if asked to. (He will also ignore any conversation that he is not invited to listen to.)

Players can meet here and talk to each other and make plans on ways to work together to bring in more customers, form guilds, or negotiate deals. When world events affect several stores, here is the place to meet and discuss how to deal with the issues. There are no legal contracts in this world, but for most people keeping your word is important. A common tactic for agreements is to get a few people to witness a deal. Then if the deal is broken, they can spread the word and that person’s reputation will drop.

Players can spend as much or as little time as they want talking to people in the tavern. Spending more time can affect your personal reputation. If negotiations are secret you should turn to other means such as PMs to do them. Then if you want the deal to be witnessed you can bring the final deal back to the thread to be witnessed.

How I Run Each Turn of the Game
Step 1
The players look at all the information they have from old turns/world information/IC conversations and plan out their actions for the week. They write these up as a set of orders for the week. These orders can be a simple or as complex as you want them to be. (You can change your orders if you have a new idea, up to the due date. After the due date, no more orders/changes will be accepted.)

Example Simple Orders
I buy supplies for my job. I then work at my workshop for 12 hours every day. Near the end of the week I sell my product to resellers and pocket the profit. I pay the Grommet’s extortion.

Example semi-complex Orders
I start out the week by buying supplies for my shop. I talked to Gorram to find a supplier of Zanpan Berries, and I talked to Player X about trading scrolls for Kolax flowers. That should hopefully keep my costs down. Using the supplies I bought I will speed the week making a large supply of wine, storing it in the left over barrels I got last turn and put it in the cellar to age. Near the end of the week I will pull up the aged wine and, assuming it tastes good, take it around to some of the upscale restaurants to sell. I won’t pay any extortion money, but I will give them 1 gp worth of wine and tell them that it is worth 5 gp.

Example Complex Orders
I will start the week by going to the market to buy supplies. While I am there I will look out for a good price on a guard dog and look for and available day laborers. I will spend 3 silver but try to get as many people for that money as possible.
Back at my smithy I will put the laborers to work maintaining the fire, working the bellows, and doing other odd jobs while I build several swords for Gilfact’s Weapons Shop, horseshoes for Mot’s Stable, and assorted filigree work to sell at the market. After everything is made, I will deliver it at the end of the week, making sure to try and build up my relationship with both Gilfact and Mot. I will buy dinner and drinks for the laborers who worked hardest on the last day, to spread my reputation. During my off hours, I will meet with as many smiths as I can to call a guild forming meeting next Tuesday evening. I will use the threat of the Grommets as a point to convince them to come. If many smiths are willing to come, I will book a private room at Gorram’s Tavern.

If a new customer comes looking for something to be custom made, I will skip doing the filigree work to start work/buy supplies for whatever the project is. If it is magical arms or armor, I will ask Gorram about where I can find a wizard to work with me on the construction.
If the Grommets come and try to collect their extortion money I will fight them with everything at my disposal, including the laborers (by promising them a bonus) and the assorted weapons that are being made.
Remember that I am always kind and friendly to all people, as everyone is a potential customer. Even if someone is rude to me, I am polite back and I am always on the lookout to do a good deed or make a new deal.

Step 2
I get all your orders and copy them into a word file for easy reading.

Step 3
I make a simple seven by seven grid. Up and down are the six characters plus world events, and left right is Monday through Sunday. I plug in your orders and if you aren’t clear what day you do something, I put it in randomly. Then I roll up world events and put them in the final slot.

Step 4
I look for connection and interactions. If player A says they go to meet Player B in the afternoon, but Player B says they go to Gorram’s Tavern at noon, then the characters won’t meet. Even world events change because of your characters… All of you met Stea and Swet, but the order of meeting was important and the conversations varied quite a bit. Oh, and just because none of you see a world event, does not mean that it did not happen… it might affect you later.

Step 5
Rolls are made for how things generally go using a homebrewed system. Often a whole scene is boiled down to one or two rolls. Rolls on Monday can have an effect on the rolls for Tuesday, etc. or even rolls for Monday morning can affect rolls for Monday afternoon. So I have to write all over my grid, with arrows pointing at things and rolls written in different colors. (This is why we are using very simple business rules.)

Step 6
I look at the rolls and try to write up what happened in a way that makes sense. Smart ideas in your orders can get you bonuses. (I try to write up a reason why you may have lost or gained money, such as a batch of wine going bad or an adventuring group paying extra for you to do last minute repairs to some equipment.) Some characters will get the same world/plot information, but some will get very different information depending on your occupations, your sources and your roleplaying/orders.

(I have to partially take control of the players’ characters during this time. I make choices based on the orders/the character sheet/the background/how they have been role playing the character.)

Step 7
I send the turn results out to all of the players and set the deadline for the next set of orders (usually about 4 days in the future).

Step 8
I open up Gorram’s Tavern for you to role play in.

Gorram’s Tavern opens at the end of the week (Sunday night). Each of your characters can go there or not, but it is the place to do the actual role playing. You can meet, argue, negotiate, plot, plan, discuss, debate, chat, and a large list of other verbs. The roleplaying will be fairly freeform. (If you want to order a drink or food, just assume that you can get it in a tavern; you don’t have to wait for me… unless it is really plot driven.)

At whenever the deadline of orders is, the tavern closes for the night.

Occasionally there will be events that happen at times other than Sunday evening and at places other than Gorram’s Tavern. Say, for example, your group was all thrown in prison together or all got invited to the royal court for some reason. There are several of these special events plotted out, but your roleplaying can change the course of these city events.

Step 9
Go back to Step 1.

Origional information I posted
I'm looking for some more players for a business/city building/commoner game. This based off (stolen from) an idea that someone else had, but decided he couldn't run. It is going to be similar in several ways to Sim-whatever or whatever-ville. You are starting out as a young shop owner/craftsman/farmer/hunter/whatever in a village or major city in my campaign world and trying to build your business up. Because of that, there are several world related house rules and I’ve made the business rules from the DMG2 easier and more streamlined. There will be roleplaying, social stuff, maybe a few puzzles, but little rolled combat. (Not to say that you can’t beat up a thief who breaks into your shop… just that we won’t be rolling the combat on here.)

The big 16+1

1. What game system are you running (D&D, Call of Cthulu, Palladium, GURPS, etc.), and if applicable what edition (Original, Classic, Revised, 1st, 2nd, 3rd, 5th, 10th, etc.)?

Basic rule set/character creation is 3.5e but stuff from 3.x or Pathfinder might be acceptable. Profit checks are homebrewed and secret to avoid anyone gaming the system but based off of the rules in the DMG2.

2. What 'type' or variant of game will it be (i.e. "Shadow Chasers" or "Agents of Psi" for d20 Modern)? What is the setting for the game (eg. historic period, published or homebrewed campaign setting, alternate reality, modern world, etc.)?

Big business. Well.. starting with small business, but you can dream big. Wealth will equal experience, so make money, go up a level.

3. How many Players are you looking for? Will you be taking alternates, and if so, how many?


4. What's the gaming medium (OOTS, chat, e-mail etc.)?

These boards.

5. What is the characters' starting status (i.e. experience level)?

Level 1 (600 gp – money equals experience so close to level 2)

6. How much gold or other starting funds will the characters begin with?

300 gp cash plus you have bought/inherited/built one small store/tavern/shop/farm/etc worth 300gp. Since money equals experience, you will have to keep track of this pretty closely.

7. Are there any particular character classes, professions, orders, etc. that you want... or do not want? What are your rules on 'prestige' and/or homebrewed classes?

You are a level 1 starting professional something. NPC classes are fine, but other classes are good too. If it is from some strange book, I’ll need to know where and homebrew must be approved. No psionics in this world but if you want to pull something (like a race or feat) from a psionic book and modify it, that is okay (after I look at it of course).

Oh, and of course criminal is a fine traditional profession. Just don’t get caught.

8. What races, subraces, species, etc. are allowed for your game? Will you allow homebrewed races or species? 'Prestige' races or species?

If you want to try out a different race, this is your game. Any book race is acceptable as are most homebrewed creations. The only exception is no dragon/dragon blood/half-dragon/etc. as they are hunted down and killed without question. (If you have a really good back story… the answer is still no.)

However, racism is part of this world.

If you play a non-human creatures ( remember that, elves, dwarfs, orcs, halflings and gnomes are considered breeds of human rather than separate races), you should expect some racism depending on how far from human and how dragon-ish you look. (giants – little, centar – medium, sphinx – high, lizardfolk – often killed on sight.) Because of the way that XP/GP is being handled, we will need to work out LA on a case by case basis.

9. By what method should Players generate their attributes/ability scores and Hit Points?

4d6b3, or 32 point buy (3.5e rules) 2 traits, 2 flaws, both optional. HP is max first level, then roll on here.

10. Does your game use alignment? What are your restrictions, if so?

Play what you want but the country registers as chaotic good, moving towards neutral good (rule of law is being re-established). Thieves/etc. are punished when they are caught. Racism doesn't affect alignment so you can be lawful good and still hate and want to kill harpies.

11. Do you allow multi-classing, or have any particular rules in regards to it?

Do what you want.

12. Will you be doing all of the die rolling during the course of the game? Will die rolls be altered, or left to the honor system? If players can make die rolls, which ones do they make, how should they make the rolls, and how should they report them?

I will do most of the rolling for speed. Reminding me of potential bonuses is recommended. (i.e. Remember I’m a dwarf so I get a +2 racial bonus to appraise metal work.)

13. Are there any homebrewed or optional/variant rules that your Players should know about? If so, list and explain them, or provide relevant links to learn about these new rules.

When you reach Wealth By Level (DMG p. 135) you level up. Get a 900 gp net worth and go to level 2, get a 2,700 gp net worth and go to level 3, etc. If you lose money you don’t level down.

Profit check rules are a secret but I think you can guess things that would give you positive or negative modifiers.

14. Is a character background required? If so, how big? Are you looking for anything in particular (i.e. the backgrounds all ending up with the characters in the same city)?

A general background is required. I don’t know who said it first, but “long enough to cover everything, but short enough to be interesting” sums it up nicely. Your background can be noble if you want, but you are poor starting out for whatever reason. And of course everyone must start in the same city.

15. Does your game involve a lot of hack & slash, puzzle solving, roleplaying, or a combination of the above?

Lots of business and roleplaying, little combat.

16. Are your Players restricted to particular rulebooks and supplements, or will you be allowing access to non-standard material? What sources can Players use for their characters?

Use almost any official 3.5e thing, but please put where you got it next to the name - even PHB or DMG. If there is something cool from some other source, I’m willing to look and listen.

17. What else should Players know?

One turn is equal to one week game time. You can make whatever agreements you want in the IC thread. You can also cheat each other or break contracts, an agreement in character is just as binding as it is in the real world - your reputation will grow or fall.

This game is all about making money. Joining a guild/improving your shop/etc. can get you bonuses. Fighting will not get you XP, but it might build (or lower) your reputation and if you kill a monster you can sell off the meat/fur/ teeth/etc. for MONEY!

I'm going to put it up for a vote where we start. Option one is a big city, option two is a small but growing village.

Dragon Overlord
2013-01-08, 08:35 PM
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