[quote=@Jerkchicken] might be cool [/quote] [quote=@rush99999] Count me in. [/quote] Alright cool. I'll be adding more to it throughout the week and I'll do a test run with some friends next Saturday to work out the kinks (at least for the beginning portion of a campaign) I look forward to having you guys along once I get this going over here n_n Edit: Next thing I'm going to work on is a bestiary, getting started on one at least. I'm open to ideas if anyone has some. I'll be dividing creatures into five tiers (Tier I-V) and essentially how that works is anything of Tier III beats Tier II, Tier II beats Tier I etc. Creatures within a tier vary in strengths and weaknesses and depending on your character some may prove difficult to you, while not so much to another player of equal level but both of you would notice the difficulty jump when facing a higher tier. I'm more so interested in lower tier creature concepts rather than high tier, because even if we have a ton of cool ideas for dragons and such none of you will be able to fight them right at the start. But I'll take ideas for high tiers regardless just rather see low tier ideas. Thanks guys and with that I'm off to bed! ------ Edit #2: Kingdom Building info added to the OP... [hider= Kingdom Building] For the purpose of the rp we will be starting year 15 after the storms around Khoyee cleared away. Some settlements and towns will already be established by NPC characters and will serve as a place of trade and protection from beast (To an extent). Those of you choosing the route of a leader can either establish your own settlement or try to take over one of the already established settlements or towns. There are a lot of mechanics when it comes to building your own kingdom so I'll list those below. [u]Taking Over a Province[/u] In order to take over an already established province, you need to sit on the throne and have the people accept your position. This can be done a number of ways... [b]Conquering[/b] The most straightforward way is to conquer a province. To do this you need to defeat the local army either by completely vanquishing them or causing them to surrender. Then you must either kill or exile the current leader before you can sit on the throne. If the current leader flees then they can return and cause a mutiny. [b]Diplomacy (Friendly and Hostile)[/b] A leader can only rule if the people under them wish to be ruled by them. If you can have enough of the wealthy members of the province vouch for your position you can push the current ruler out of their position. You just need to show that life under you could be better than the current leader. This can be done through "Friendly Diplomacy" or "Hostile Diplomacy". Positive Diplomacy is done through offering the upper echelon more money or land than they currently have access to, or by building such a relationship with them that they simply like you far more than the current leader. Hostile Diplomacy is done through assassination and blackmail where you make people feel like their current leader can't protect them. In the end, you can use either method or a combination of the two as long as the majority of the populous believe you are a better fit for ruler than the current one. [b]Trade[/b] It is possible that if trade is so successful, and thus the quality of life is higher, that people of neighboring provinces will start to move to live within yours. If this continues the rulers of neighboring provinces could end up losing their entire populous to you or have to pledge servitude in return for a share of your trade. [u]Establishing a Settlement[/u] You can also establish your own settlement from scratch and build it as you see fit. This does come with certain requirements. You'll need a source of gathering raw materials as well as labor. You can do this either through players or npcs. People will need a place to live, a source of food, and an income to live in your settlement. On top of that, you'll need to keep people happy and protected so they don't leave or die. It is recommended that you work with players to establish the beginnings of your settlement and then once you have something established you begin recruiting npcs. [b]Recruiting NPCs[/b] After establishing a settlement npcs will start to show up as time passes and settle down in your province. However, this process is slow and unreliable for true growth, especially early on. If you wish to have npcs with certain skills living within your province you'll need to go find them and recruit them. To do this travel to other provinces (or find settlers out in the wild) and convince the skilled npc of your choice to come live in your province. For example, if you find a skilled blacksmith that has a large family living in a small house, offer to build them a large house if they leave their current province in favor of yours. Homes, land, and money can serve as a quick means of recruitment. You can also earn favor with an npc by performing task and going on quest for them. The more skilled the npc, the more they require before moving to your province. [b]Basic Needs of an NPC[/b] Shelter - Larger homes will be needed for larger families. Higher quality homes will be needed for wealthier npcs. Food - Farming, hunting, and trade can bring in food. You need to make sure you have enough of it to feed your population. Income - People need a purpose and a means of buying their needs and wants. If a blacksmith moves into town but you don't have enough ore coming in they won't live their long. [b]Advanced Needs of an NPC[/b] Protection - You need soldiers to keep your population alive, players can do this to an extent but it's better to have guards posted. Happiness - Several factors play into happiness but in short as long as you keep people sheltered, fed, paid, and protected they should be happy. Failing at any one of these could cause people to become unhappy so you must balance them all. Specifics - Other players can recruit npcs out from under you, be sure to check on their specific needs from time to time. If you have a very skilled carpenter you want to keep and they're unmarried, another player could offer them courtship and whisk them away. [u]Chaos[/u] Beyond The North is the center of Chaos and the home of [i]Death Bringers[/i]. Death Bringers are not a specific race of creature, almost anything that comes from Beyond The North is referred to as a Death Bringer as they are the only Tier VI creatures you will encounter. These creatures are attracted to [i]Chaos[/i] and can wipe out armies and level cities. [i]Chaos[/i] is created by the suffering of people, war, famine, the collapse of economies, and natural disasters, these lead to the suffering of people and create Chaos. Once Chaos hits a critical mass Death Bringers will march from Beyond The North and come to the source of the chaos. There they will remain until vanquished or the source of Chaos has been removed. [/hider] Edit #3: On the note of Kingdom building, I would highly recommend when forming a party that at least one of your party members have the Leader role as either a primary or secondary Role for your character. It will greatly expand what your party has to do. Building up a province, going on quest for NPCs, waging war, etc. Kingdom building plays a major part in Kingdoms of Khoyee.