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Within the borders of the Kingdom of Ashkandi, it's always been relatively safe.
Outside? Well, there's a reason we're the last civilization left.

There is a darkness, a plague that has held our world by the throat for as long as we can remember.
The legends of old never spoke of a golden age. I suppose now is our time of peace. The age of light that the history texts thousands of years from now will depict.
An age of light, a tiny, little mote that is only one moment away from being snuffed out forever by the void.

The children are kept blissfully unaware. Fictional stories keep their heads in the clouds. At least it's sunny up there. The rest of us are trying to go about our days, pretending that there isn't an entire world filled with eldritch horrors waiting for us to exhaust our little cocoon of a kingdom.

With no gods to pray to, most of us have tried desperately to find some kind of hope. Some have declared it the end times, and even still others have tried to take the laws into their own hands, the damn brigands. The king's men do just about as good of a job as you'd expect keeping the land running as smoothly as a doomed humanity could run. There's no walls to patrol at the edge of the kingdoms, just a wasteland that we believe the creatures of the darkness have run dry in resource. Many years ago, the fighting along these lands was brutal. Now, we're content not exploring to see if they're still nearby.

I agree with the callers. I think it's only a matter of time. Just have to see how much Time hates us.

The Mote & The Void


Humanity, and all of sentient-kind, is on the brink of extinction. Driven to the corner of the world by a inexplicable darkness called "The Void," it's only a matter of time until the slow and steady heartbeat slows to a cold death. Is it fate for us all to be consumed by the darkness? Or is there a way to break this curse, save our little mote from being extinguished?





TM&TV is a medieval high-fantasy campaign using the Pathfinder rpg rules in a play-by-post format. Set in the small and desolate kingdom of Ashkandi, the last known settlement of humanoids sees the grim maw of doom as the creeping death known as The Void claims the entire planet. While the campaign's puzzles and combat will be anything but easy, players new or unfamiliar with table-top gaming are just as welcome as veterans of the genre.

Rules

Main Pathfinder SRD

Most rulings, stats, and abilities can be found on the main Pathfinder srd, but in any event where a homerule applies or "I simply think that core rule is stupid," I'll explain the application of rules to the given scenario. It should be safe to go by what the srd says, and any discrepancies can be ret-conned.

As far as teaching new players, we'll take it step-by-step as rules become relevant such as "this is how taking a turn in combat works" once we enter combat for the first time, and any big or important explanations I give will be pasted here.

Other than that, the main roleplaying rules are as follows:
  • God-modding: Don't. The only entity you control is your character (along with any familiars/animal companions/eidolons/etc).
  • Writing Level: Preferably casual, but there will be times where IC posts will just be quick one-liner quotes of character dialog. Don't feel the need to saturate your posts with needless details.
  • Combat: Combat will done in a turn-based fashion in the IC thread. Please don't post if it's not your turn, the only exception being dialog (which should be kept to one~two sentences at most.) When it's your turn, just state what you want your character to do, and I'll make the necessary rolls, flavor-text the result, and update the map as needed. If you are due more actions, you can keep going after that.
  • Most importantly: Have fun! As the GM, my job isn't to kill the party. It's to tell a story. With the right amount of effort and devotion to exploring the world and really being your characters, a challenging fight will be 100% fun and 0% frustrating. And remember that this is an open world full of stuff to do or not.


Character Creation


DO NOT POST YOUR CHARACTER ON THE OOC TAB! DO NOT POST YOUR CHARACTER ON THE CHARACTERS TAB UNTIL THEY ARE APPROVED BY ME!!

Making your character for this campaign will take the form of two steps. The first is filling out the CS below, and the second will be to fill out your character's stat block spreadsheet, which I will provide and assist in. But before you grab, fill, and post the CS below, look it over, along with the list of legal races and classes, and then shoot me a pm with a rough draft of your CS and a description of what kind of character build you want (a knight, an assassin, a mage, a healer, something else?). We can discuss in detail the classes and races that would work for you, and once we iron out the kinks, you'll be allowed to post your CS on the Characters Tab.



Legal Races and Classes
The following lists aren't strict bans on anything not present, but in the interest of simplifying selections for newer players, as well as those who want common races, I've presented lists large enough to provide wide selections in every field. If you want to play as something not listed, such as 3rd party content, just let me know in the pm's. I might even suggest something not listed if it suits your ideas well.

And don't worry if you don't understand the numbers and other table-top jargon. Just describe to me what you want and I'll help you put it together.

The only exceptions are the Gunslinger class (as guns don't exist in this world), and the Synthesist Archetype for Summoner (as it's horribly overpowered).



Yeah, three's enough to probably get to work on the OoC. Hopefully then, more people will show up there.

I'll get to work.
Yeah if you're a 3.5 veteran then you'll feel pretty comfortable in PF. Grappling is a lot smoother, some skills are different, and SL9 arcane classes (sorc/wiz/etc) have d6 instead of d4 as HD. Some balancing, though SL9 classes are still broken, and a lot of extra classes beyond core.
Aika Lennone

"Why am I here, you ask? Well, for the adventure of course!"



While most sylphs are somewhat distinguishable by paler skin, lankier bodies, and sometimes even supernatural colors in the eyes and bluish patterns along the skin, Aika resembles a human almost entirely, save for brighter eyes than the normal blue of a human. She stands at 5'07" and weighs an airy 83lbs, despite having a healthy looking body shape.

Creature Type
Outsider (sylph)

Genre
Fantasy (magus)

Age
20

Sex
Female

Ability Scores (Total +10)

Strength +1
Dexterity +3
Constitution ±0
Intelligence +3
Wisdom ±0
Charisma +3

Standard Skills / Abilities
Aika has made it almost entirely on her own in her adventuring, stopping only to stay with masters of her practices. Because of this, she is highly capable of survival in the wildernesses and on roads between cities. Honed is her sense of direction, hunting, gathering, and crafting. As expected, she is also an expert of one-handed swords, having learned many different styles to complement her magic.

Supernatural Abilities
Spellcasting
As a magus, Aika studies and prepares spells from a tome, much like a wizard. Because of her travels to study under many different magicians, her spell book is filled with a wide variety of arcane spells. As such, she is usually resourceful enough for most situations, and is without specialization in a particular school of magic.

Magus Arcana
The link between steel and spell for a magus is through their arcana. All magi train to tap into a reservoir of pure magical energy to enhance their abilities with their weapons. Unlike the complexity of spellcasting, magus arcanas are used to apply simple yet powerful effects to the user or their weapon such as increased speed, elemental effects, and other magical auras. Some magi specialize their arcana to enhance themselves, while others cast multiple layers of magic onto their weapons. Aika balances her use of arcana over herself and her sword.

Outsider Traits
Outsiders are creatures that are not native to the Material Plane, the realm of more common folk such as humans. Unlike humanoids, outsiders may come in highly varied shapes and sizes, and there are many planes that can be home to outsiders. As different as they come, all outsiders share the trait of their physical forms and their souls being one. Unlike humanoids, whose souls are released into the ether upon death, the soul of an outsider is the very same form as their physical body, and is killed along with it. Because of this lack of dual nature, it is much more challenging to bring an outsider back from the dead. Outsiders breathe, but do not need to eat or sleep (but may do so if desired).

Sylph Traits
Sylphs are a unique blend of humanoids and outsiders with an affinity for air. They, along with their elemental cousins Ifrits, Oreads, and Undines, are most commonly born from human parents, but the race of their humanoid heritage does little to impact the nature of the Sylph themselves. Because of their close supernatural ties to the plane of air, sylphs that express magical talent do so with greater ease and potency when dealing with air or electricity. Additionally, they resist harm from electricity, and those that hone their connection to the elements find themselves able to fly or conduct lightning to great effect.

Personality
Chaotic Good
Youthful, and full of energy and wonder, Aika feels most at home both at the heart of a battlefield and in the depths of a library. She often might act too immature or optimistic for her companions, but she is a reliable source of knowledge, and a well trusted blade. She feels a strong sense to protect and guide those weaker than her, but also to fight against those who would overpower others. Due to her abusive past, she becomes reclusive and closed off when asked about it, particularly her family.

Equipment
Because she is almost always on the road adventuring, Aika travels light. Other than living and travelling essentials, she carries a sword crafted of mythril and imbued with a simple base layer of magical power, and her spell tome. She wears light studded armor underneath a scholar's cloak.

Biography / History
Sylphs are generally born as a result of either strong magical presences of the element of air during the birth, or a heritage of air elemental energy in their bloodline, such as a genie, or sometimes completely randomly. Aika's existence as a sylph instead of human remains a mystery to her, as she grew up in a family that saw her as a monster rather than a gift. Because of this, she was the victim of severe verbal, physical, and emotional abuse for all of her childhood. At the age of 15, her magical abilities had matured enough that the broken, beaten and senseless young Aika took revenge on her parents, "accidentally" killing them in a fit of rage. After fighting herself on emotions of vengeance, and mourning, she decided to hone her powers and abilities so that she would never misuse them again, and to protect others so they don't end up like her. Now, she travels the world, searching for masters of magic and martial art to study and practice under so that she may become the most powerful spell-blade in the world.
Discord is so much better, but almost no one's heard of it, so skype is an easier first-suggestion.
Pretty self-explanatory. I'm looking for group of 3~6 players to run a Pathfinder campaign with. I'm a heavily experienced GM, and I'm looking for both new and experienced players. We can do play-by-post on here, or skype in combination with sites like roll20.

I have plenty of campaign ideas to tailor towards what you guys want to play, in sci-fi, fantasy, and modern settings, and I'm open to new ideas.

With enough interest, I'll put together an OoC with links and CS's.
Yeah sure.
Just started my own RP a couple days ago so I've been caught up in that too. I'll have a post up today in all likelihood, tomorrow for a certainty.


Not to solicit other roleplays in my own but...

Is yours still open?
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