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The mods of the community have unanimously decided to remain anonymous for the duration of the game. This is primarily to prevent accusations/expectations of favoritism. As mods, we are in charge of making sure the game runs smoothly, help players fit in and have fun, and fix/prevent problems from getting out of control. Most facets we manage will be OOC in nature, but occasionally we may present events and NPCs or host mingle events. We listen to feedback, but may not always react or make changes if we feel a complaint is excessively rude or counterproductive to the way we'd prefer to run the game (and excessive rudeness is a good way to get booted on the spot). As mods, we promise to be as fair and helpful as possible. We appreciate player feedback and creativity, and encourage you to make use of the game's resources as you see fit.

All comments are screened for your comfort, but IP logging is turned on.

Classes

Jan. 24th, 2020 02:40 pm
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CLASSES

Below is a sample set of the eleven most basic classes adventurers choose to take in the world of Kiomet. This is by no means a complete or comprehensive list, and players are free to add any classes they like to this list, whether from tabletop sources, other canon sources, or classes of their own creation. As long as the submitted class isn't obscenely powerful and apt to cause power-gaming, most submitted classes will be approved. Most adventurers only choose one class in which to excel, but others may decide to divide their studies into two. It's rare for someone to pick three classes as this means their dedication and mastery of each will suffer significantly as a result.

ARTIFICER BARBARIAN BARD
CLERIC DRUID FIGHTER
MONK PALADIN RANGER
ROGUE SORCERER WIZARD


ARTIFICER



The ultimate magic dabblers, artificers are spellcasters who specialize in the use of magical items. While any magic user can wield a magic item, the Artificer is the master of them able to identify and use most magic items after a few moments of study and even modify and amplify their effects after some study and work. Where other casters cast their spells by memorization or natural talent, the Artificer produces their spells from magical inventions they craft. This allows them to utilize any form of magic out there but never quite to the effectiveness of those specialized casters. Where another spellcaster will develop and strengthen their spells as they learn, artificers must upgrade their inventions to achieve the same progress.


BARBARIAN



Barbarians are typically wild and savage, preferring to survive on their own, or with members of their tribe or clan. They are fierce and hearty warriors skilled with using a multitude of weapons, and they draw their greatest strength from slipping into the state of a ferocious bloodthirsty rage. While enraged, barbarians deal a great deal more damage and are able to temporarily ignore the pain of their injuries, but in this state they are also more susceptible to mind-altering spells and abilities and less able to dodge attacks. Once their rage ends, all the pain of those previous injuries collect with those sustained, and they may die if those wounds are too many and too great.


BARD



Charismatic and clever, bards are the entertainers of the world. They're often well-versed in history and lore, using this knowledge to craft their stories and songs. Though not as powerful as other arcane spellcasters, bardic magic is still effective in bolstering their allies and tripping up their foes. All bards know at least one type of performance in which they excel, but it's common to have several talents at their command, such as singing, dancing, narrating, and playing instruments. They're valuable and well-rounded allies.


CLERIC



Clerics are masters of divine magic, channeling the will of the gods in order to fulfill their will. Most clerics can heal or inflict damage depending on whether they're good or evil, but not all choose to focus on the injuries of others. Most specialize in one or two domains of their favored deity's realm of influence, like war, luck, magic, plants, fire, and so on. Because of the immense amount of study and practice it takes to be a cleric, most are extraordinarily wise, and effective at influencing others with their words and works. Not all clerics follow a god, however, as there are a rare few whose belief in a certain way of life are so strong that they become divinely connected. Cleric spells must be studied in advance, but they're often able to convert unused magical power into healing spells at any time.


DRUID



The mysterious druids tend to share more connections with nature than people. They're deeply tied to the land and the wildlife upon it, often taking up with an animal companion with whome they've bonded. Benevolent druids often use magic that makes use of nature and the elements, while evil druids often strive to corrupt these things with their blighted magic. Both may learn to assume the shape of animals and elements as well. Druid magic must be prepared in advance using deep meditation while in a natural spot to which they are attuned. Most druids refuse to use weapons or armor made of metal, preferring those made of reinforced hide, cloth, or wood. Druids have access to a secret language that no other class or race may know.


FIGHTER



Basic? Perhaps. But there's not an adventuring party that would ever turn a fighter away, as their dedication to combat is downright legendary. Fighters can use just about any type of weapon or armor, able to improvise with anything they can get their hands on. They're strong, versatile, and full of vim and vigor. Most are familiar with the aspects of exploring dungeons and hostile territory, and have a wealth of experience to share that's invaluable to their allies.


MONK



Wise, agile, and strong, monks are exceptional warriors, especially when it comes to hand-to-hand combat. They work tirelessly in the pursuit of perfecting their bodies, eventually growing resistant to poisons and sickness. All monks are well-versed in the value of harmony and balance, whether good or evil, and adhere to a strict code of personal rules and beliefs. Monks don't wear armor as it hampers their movements, but through their long years of training, they've managed to make their bodies tough enough to sustain damage just as if they were clad in scale mail.


PALADIN



The boyscouts of the world, favored by the gods for their dedication to the pursuit of justice and goodness. Essentially holy knights, paladins are not only fierce warriors, but they're also able to use a small amount of divine magic to heal and treat their allies. Paladins are so gosh dang good, they can even detect evil if they stop and focus their attention. Most paladins have either a reliable and battle-hardened mount that serves as a faithful companion, or a blessed weapon with which they can deal damage more effectively. Evil creatures and foes sustain extra damage when a paladin focuses their divine power into a holy smite.


RANGER



Similar to druids in the way they know the land like the back of their hand, rangers eschew the mystical in favor of the practical. They're accustomed to navigating the wilderness and surviving in harsh climates. They're skilled trackers and hunters, and often choose to enter combat bearing two weapons or flashing their exquisite archery. Rangers often have 'favorite enemies' that they're particularly skilled at hunting, and 'favored terrains' that reflect territory in which they're most familiar. Experienced rangers generally pair up with an animal companion, or form a deep bond with their allies that allows them to fight more effectively as a group. In time, they can make use of a limited number of spells too.


ROGUE



It's a kinder term than 'thief,' but the skill set of most rogues is awfully and conveniently similar. Rogues are agile and dexterous, lithe and deadly with their precise strikes against an unwary foe. They excel at flanking an enemy with an ally or two, distracting the target until the right moment to deal a critical blow at the point where an enemy is most vulnerable. They're good at picking locks, sneaking into places they shouldn't, lying, disguising themselves, and manipulating others. As party members they're invaluable given their skill at spotting and disabling hidden traps in dungeons.


SORCERER



When magic is instinctive rather than practiced, one is typically a sorceror. Sorcerors don't need to study or memorize spellbooks, their power is entirely natural and doesn't require components or ingredients. On the downside, a sorceror can't cast as many spells as a wizard can, having a limited number that gradually awake with experience and time. This magic typically comes from some sort of mystical source of ancestry, such as demons, angels, the stars, or even an unlucky curse from a necromancer.


WIZARD



While wizards are seldom physically impressive, their mastery over magic makes them formiddable opponents indeed. They're highly intelligent, having dedicated years of study and practice into learning every facet of spells such as how to cast them, how to recognize magical influence, and even how to craft magically enhanced items. Wizards are a walking wealth of knowledge, and are often accompanied by a familiar who helps them to focus their craft. All spells cast by a wizard must be memorized and stored in advance, as they can't cast spontaneously the way a bard or a sorceror does. But a wizard who is well prepared can handle nearly any situation. Some wizard focus on a particular school of magic (and neglect one or two others as a result), while others prefer not to be fettered by just one.


* * * * *

Want to submit a new class? Fill out the form below:
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HIATUS

When life gets a little hectic, it's important to keep your RL priorities balanced with your hobby time. We get it. Post here to let your characters take a break, and be sure to let your mini-mods know too (when applicable).

Hiatus Form:


RETIRE

All good adventures must come to an end. When you're ready to hang up your sword and shield, or your robe and wizard hat, post here. We'll miss you, and wish you well in your own RL adventures.

Character Drop Form:
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Applications

Applications are always open and can be submitted at any time. The mods will review and process applications on the first weekend of each month. The allotted time for revision requests is 72 hours following the request, with an absolute cap on all revision submissions ending on the following Friday evening; any revisions submitted after that time will have to wait for next month's application review. Application rejections will be issued for characters that did not meet the guidelines stated in the game's rules and FAQ (shame on you for not reading them!), and/or for applications that have repeatedly failed to show improvement after multiple revision requests (at least three).

If you're not sure your character concept will be allowed, you're welcome to ask the mods first before creating a full application. This doesn't necessarily guarantee your application will be allowed, as it still must meet the minimum standards.

You can submit your application publicly or privately. Public applications can be read by anyone. Private applications will be fully screened, and should be used if there are aspects of your character you wish to keep secret (such as in the case of villains), or if you're just shy.

[Click here to switch to public applications.]

PLAYER
Player Handle: [The online name you prefer to go by.]
Player Contact: [How can the mods and other players contact you?]
Rules: [Have you read the rules and FAQ? Do you have any questions? Do you agree to abide by these rules to the best of your ability?]
Goals: [What are you hoping to get out of the game? For example, do you enjoy adventure plots, or prefer living the big city life? Do you want to run campaigns as a mini-mod? Are there any character-specific goals you want to aim for OOCly?]

CHARACTER
Name: [Character's full name and any nicknames or titles they've gained.]
Age: [Character's age; may include how old they look as well]
Race: [Character's preferred race. If it isn't listed on the Races page, please include a relevant link or describe the key characteristics about your race's abilities, society, and traits.]
Class: [Character's class(es). If it isn't listed on the Classes page, please include a relevant link or describe the key characteristics, abilities, and special conditions of such a class.]
Social Status: [Is your character rich? Poor? A runaway princess from an ancient fallen kingdom?]
Inventory: [Does your character possess any special items? You don't need to list common adventuring gear or clothes, but please include things such as magic items and/or weapons, mounts, and significant possessions of monetary value (house, boat, etc.)]
History: [The details of your character's background. It's useful to include family and upbringing, details about where they grew up, how they became their class, and so on. You're allowed to be vague on some details if you're hoping for other players to app characters that significantly affected yours, such as siblings, adversaries, and so forth. There's no word limit, but please make sure it gives the mods and players a good idea as to what events shaped your character into the way they are today.]
Personality: [How your character reacts to others. Include goals, motivations, likes and dislikes, and any key traits. Your total word count, including strengths and weaknesses, should be at least 700 words.]
Strengths: [What personality traits work to your character's advantage? This shouldn't include physical skills and abilities; focus instead on the positive aspects of their personality that help them to succeed.]
Flaws: [How does your character suck? Again, no skills or abilities should be listed here, only negative personality aspects that cause difficulty and challenges. Ideally you should have at least three. Flaws are what make a character interesting, so don't leave them out!]
Additional Information: [Here's the part of the application where you can take the most liberties. Share with us all the other things you want us to know about your character. You can add detailed stat sheets, character art, lists of spells, things you want to accomplish throughout the course of the game, writing/tag samples, and so on. For the most part, your app will not be judged negatively by what you add here unless it conflicts with the information submitted above.]


ho_mods: (Default)
Applications

Applications are always open and can be submitted at any time. The mods will review and process applications on the first weekend of each month. The allotted time for revision requests is 72 hours following the request, with an absolute cap on all revision submissions ending on the following Friday evening; any revisions submitted after that time will have to wait for next month's application review. Application rejections will be issued for characters that did not meet the guidelines stated in the game's rules and FAQ (shame on you for not reading them!), and/or for applications that have repeatedly failed to show improvement after multiple revision requests (at least three).

If you're not sure your character concept will be allowed, you're welcome to ask the mods first before creating a full application. This doesn't necessarily guarantee your application will be allowed, as it still must meet the minimum standards.

You can submit your application publicly or privately. Public applications can be read by anyone. Private applications will be fully screened, and should be used if there are aspects of your character you wish to keep secret (such as in the case of villains), or if you're just shy.

[Click here to switch to private applications.]

PLAYER
Player Handle: [The online name you prefer to go by.]
Player Contact: [How can the mods and other players contact you?]
Rules: [Have you read the rules and FAQ? Do you have any questions? Do you agree to abide by these rules to the best of your ability?]
Goals: [What are you hoping to get out of the game? For example, do you enjoy adventure plots, or prefer living the big city life? Do you want to run campaigns as a mini-mod? Are there any character-specific goals you want to aim for OOCly?]

CHARACTER
Name: [Character's full name and any nicknames or titles they've gained.]
Age: [Character's age; may include how old they look as well]
Race: [Character's preferred race. If it isn't listed on the Races page, please include a relevant link or describe the key characteristics about your race's abilities, society, and traits.]
Class: [Character's class(es). If it isn't listed on the Classes page, please include a relevant link or describe the key characteristics, abilities, and special conditions of such a class.]
Social Status: [Is your character rich? Poor? A runaway princess from an ancient fallen kingdom?]
Inventory: [Does your character possess any special items? You don't need to list common adventuring gear or clothes, but please include things such as magic items and/or weapons, mounts, and significant possessions of monetary value (house, boat, etc.)]
History: [The details of your character's background. It's useful to include family and upbringing, details about where they grew up, how they became their class, and so on. You're allowed to be vague on some details if you're hoping for other players to app characters that significantly affected yours, such as siblings, adversaries, and so forth. There's no word limit, but please make sure it gives the mods and players a good idea as to what events shaped your character into the way they are today.]
Personality: [How your character reacts to others. Include goals, motivations, likes and dislikes, and any key traits. Your total word count, including strengths and weaknesses, should be at least 700 words.]
Strengths: [What personality traits work to your character's advantage? This shouldn't include physical skills and abilities; focus instead on the positive aspects of their personality that help them to succeed.]
Flaws: [How does your character suck? Again, no skills or abilities should be listed here, only negative personality aspects that cause difficulty and challenges. Ideally you should have at least three. Flaws are what make a character interesting, so don't leave them out!]
Additional Information: [Here's the part of the application where you can take the most liberties. Share with us all the other things you want us to know about your character. You can add detailed stat sheets, character art, lists of spells, things you want to accomplish throughout the course of the game, writing/tag samples, and so on. For the most part, your app will not be judged negatively by what you add here unless it conflicts with the information submitted above.]


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CAMPAIGN BOARD

Gather 'round, adventurers! This is the place to form parties, post campaign invitations, and embark on epic (or not-so-epic) quests. Listed below are the current campaigns taking place. You can advertise campaigns you'd like to run, solicit your character looking for a party or campaign to join, specific scenario requests, guild formations and invitations, or anything else along those lines. You can make use of the forms below, tweak them to suit your needs, or create your own.

CURRENTLY RUNNING CAMPAIGNS



NEW/PENDING CAMPAIGNS


Legend of the Weave - 5 Open Spots


CHARACTERS SEEKING CAMPAIGNS



OPEN GUILDS



MISCELLANEOUS



Form to Offer a New Campaign:


Form for Characters Seeking Campaigns/Parties to Join:


Form for New Guilds:

Races

Jan. 18th, 2020 12:24 am
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Below is a sample set of the seven most common races in the world of Kiomet. This is by no means a complete or comprehensive list, and players are free to add any races they like to this list, whether from tabletop sources, other canon sources, or races of their own creation. As long as the submitted race isn't obscenely powerful and apt to cause power-gaming, most submitted races will be approved. The descriptions of each race below detail commonly perceived traits, but there will always be exceptions and even contrarians that defy their stereotypes. Not all dwarves chug ale, not all elves are wise and patient. Craft your character the way you feel is best!

Dwarves Elves Gnomes
Half-Elves Half-Orcs Halflings
Humans


Dwarves

Dwarves are a tough and sturdy people, standing about a foot shorter than humans. Most are hardworking and serious, with a passion and aptitude for crafting stone, metal, and gems. They've gained a reputation for being stalwart fighters due to their frequent skirmishes with goblins, giants, and orcs. Dwarven adventurers are rare compared to humans, but some will leave their underground homes or mountain citadels to gain wealth, glory, or justice for their clans. While dwarves work hard, they play even harder, and have a lusty appetite for good food and mead.
Abilities: Able to carry large loads. Can see in complete darkness up to 60 feet. Adept at assessing the value of gems and precious ores. Effective against fighting giants, orcs, and goblins. Resistant to poisons and magic. Difficult for others to grapple effectively. Good at noticing trap doors and secret walls if made out of stone.


Elves

Tall and graceful, the long-lived elves have an innate affinity with magic and the natural world. Most elves have limitless patience and are born perfectionists, lending time and attention to their chosen pursuits until their work is virtually flawless. Many elves choose an adventurer's life to pursue forgotten lore and relics of history, while others may simply enjoy the companionship and the opportunity to freely explore the world.
Abilities: Can see twice as far as humans in dim light. Immune to magic-induced sleep. Elven magic (if they take up a class that allows magic) is more effective at overcoming enemy resistance, and elves are familiar enough with magic that they can guess what spells are being cast by others. Excellent perception.


Gnomes

Impulsive tricksters, gnomes are the most prominent fey race living in Kiomet. They're typically about three feet tall with vibrant hair colors matching the lively hues of nature, and their eyes and mouths are cartoonishly large which some races might find unsettling. Gnomes are passionate and curious people with a sense of humor most races seem to interpret as senseless or malicious. Hating to be bored, gnomes love to obsess over projects and crafts. They enjoy exploring, and rarely form gnome-exclusive communities in favor of mingling with a variety of people in their adventures.
Abilities: Can see twice as far as humans in dim light. Effective at fighting giants, kobolds and lizardfolk, and goblins. Able to cast low-level spells (dancing lights, illusionary sounds, and minor tricks like changing something's color) freely no matter what their class; especially good at casting illusion spells (requires a spellcasting class), and seeing through the magic illusions of others. Excellent perception. Unusually good at a type of craftmanship of their choice.


Half-Elves

Romantic relationships between elves and humans are often short-lived trysts, but on occasion result in the birth of a half-elf child. They stand taller than humans but shorter than elves, their pointed ears less pronounced and shorter than their elven predecessors. Half-elf skin tones mirror that of the human parent, but their eyes are often an exotic and vibrant color such as amethyst, dark blue, or clear green. Though born of two races, half-elves seldom feel as if they belong in either. Regarded as aloof by humans and impetuous by elves, they can often suffer from loneliness and isolation. Half-elves are remarkably adaptable, and set out on adventures for any number of reasons such as a desire for exploration, or perhaps to find a place where they feel comfortable enough to call it home.
Abilities: Can see twice as far as humans in dim light. Can pick up any one additional skill of their choosing. Immune to magic sleep and resistant to enchantments. Excellent perception. Skilled at managing two different classes at the same time.


Half-Orcs

Half-Orcs are seldom the result of a loving union. But not all half-orcs are born from tragedy, with some even created intentionally by orc chieftains for their cunning and aggression. Both males and females tend to be between six and seven feet tall with green or grayish skin, pointed ears, heavy brows, and lower canines that protrude in a tusk-like fashion. Half-orcs have a tough time finding acceptance in most cultures, often mistaken for their monstrous counterparts. But there are many who find their fearsome appearance and increased strength useful, and willingly employ their services as guards or mercenaries.
Abilities: Can see in complete darkness up to 60 feet. Especially good at intimidation. Ferocious enough to get in one more attack/action even after sustaining enough damage to be knocked out or killed.


Halflings

Seldom exceeding three feet in height, halflings tend to have sunbrowned skin and hair in varying shades of brown. Their ears are pointed and small, and since they prefer to move about barefoot, the soles of their wide feet are tough, and the tops of their feet are covered with soft, curly hair. Halflings are a gregarious race with a quick wit and a sense of humor that's rarely extinguished even in dire situations. They're inherently lucky, and possessed with an insatiable curiosity and wanderlust that can sometimes get them into trouble. As fearless and friendly as they are, halflings make excellent adventuring companions.
Abilities: Especially fearless and resistant to spells and effects that induce fear. Possess exceptional good luck. Excellent perception. Good at acrobatics and climbing.


Humans

Humans are currently the dominant species on the planet, being the most numerous and the most varied, and can be found in nearly every climate and locale. The nomadic tribes of the north are known for their pale beauty, while those living closest to the equator are strong and dark-skinned. Despite being the race with the shortest lifespan, humans have managed to thrive thanks to their creativity, stubbornness, ambition, and adaptability.
Abilities: Humans can pick up two extra skills, and learn both new and old skills very quickly. Adaptable and ubiquitous, tend not to be favored or hated by any other races.


* * * * *

Want to submit a new race? Fill out the form below:

Bestiary

Jan. 17th, 2020 11:02 pm
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Listed below is a collection of the most commonly known monsters scattered throughout the world of Kiomet. This list is not all-inclusive, as there are several beasts and horrors known only to the most experienced and intrepid adventurers, and many that have yet to be discovered. Throughout the course of an adventurer's travels, more monsters may be encountered and added to the list. If you would like to add a monster to the list, please do so with the form at the bottom of the page.

Bestiary
Basilisk
An eight-legged reptile that makes its lairs in caves, burrows, and sheltered areas. A basilisk's gaze can turn any living creature to stone, save for weasels and ferrets, and only the blood of a basilisk can undo this terrible petrification.
Habitat: Any
Strengths/Weaknesses: N/A

Black Pudding
These creatures act like scavengers, constantly searching for organic or metallic objects which it can detect within 60 feet. They're solitary creatures who engulf and dissolve their meals. Black puddings can't dissolve stone.
Habitat: Underground
Strengths/Weaknesses: Has a corrosive acid attack
Centaur
Legendary hunters and skilled warriors who prefer to keep to themselves and would rather not pursue any kind of diplomatic relations with other races. Centaurs often live in tribes, and can be aggressively territorial against intruders. They are intelligent and can speak the common language, and some may engage in trade with other civilizations.
Habitat: Temperate forests and plain.
Strengths/Weaknesses: N/A
Chimera
Chimeras are ill-tempered flying monsters with the body and head of a lion, the head of a goat, and the head of a dragon. Depending on the color of the dragon head (black, blue, green, red, or white), a chimera can breathe a type of element from that particular head (acid, lightning, acid, fire, and frost respectively). They can eat vegetation, but much prefer meat, and their nasty nature intensifies if they don't get any.
Habitat: Temperate hills
Strengths/Weaknesses: Breath attack, flight
Cyclops
Though ferocious and barbaric, cyclopes are somewhat rare and often prefer to keep to their lairs unless their appetites drive them out to seek prey. They are semi-intelligent, certainly capable of speech, but their brutish nature ensures they're far from scholarly. A cyclops makes for a dangerous opponent, for they can see into the immediate future and predict attacks made against them.
Habitat: Any temperate or tropical climate
Strengths/Weaknesses: N/A

Demon
The shapes and powers of demons are widely varied, ranging from the tiny, winged imps to the hulking horned pit dwellers. They are not native to Kiomet, dwelling on their own hellish plane until someone foolish or hungry for power makes the mistake of summoning one. Such attempts are rarely successful, as demons hate being fettered to mortals and will turn on them at the first opportunity, but when successfully controlled they can be powerful weapons and sources of great knowledge. All demons are inherently evil, and would love nothing more than to overrun the world and subjugate or destroy those who live within.
Habitat: Abyssal Plan
Strengths/Weaknesses: Highly resistant to magic, immune to electricity and poison, weak against holy power
Dragon
These fantastic beasts of legend have been part of Kiomet for centuries, pre-dating all of the primal races. They come in a variety of colors, sizes, and shapes, and can vary in personality and intelligence as much as any human. While there are certainly many who favor gold and fair maidens, such dragons are usually outcast members of their nest clans and prefer to operate in a solitary fashion. Most dragons can breathe some type of element, and the oldest can wield magic of all kinds. Most dragons are clever and capable of speech, with others behaving as instinctively as any wild beast.
Habitat: Any, with breeds and varieties matching their environments
Strengths/Weaknesses: Resistant to magic, invincible against the same element as their breath weapon
Drider
A nightmarish blend of spider and humanoid, driders make their homes in massive underground labyrinths. They are wicked and cruel, preying upon lone travelers with a fearsome arsenal of magic spells at their disposal. Female driders are considered beautiful, and their lower halves are comparable to the bodies of black widow spiders, while males have a more monstrous upper half with the bodies of tarantulas. They are intelligent and capable of speech.
Habitat: Underground
Strengths/Weaknesses: Capable of wielding magic and weapons. Driders do not sleep.
Dryad
A dryad is a type of fey that, while capable of capricious mischief, is generally benign and even helpful. Each dryad is bound to a single tree and can't stray more than 300 feet away from it. Dryads don't often associate with other races, but are friendly toward druids and others who show respect for nature. They despise desecrated land and creatures and will sometimes enchant people into acting as their guardians when desperate.
Habitat: Temperate forests
Strengths/Weaknesses: Weak against cold iron, dependent upon their origin tree. Capable of enchantments and nature magic.
Gargoyle
Said to have been shaped by evil warlocks, gargoyles are living beings of stone that often disguise themselves as statues to hide in plain sight within cities and castles. They are strong, and powerful fliers capable of carrying off people and livestock into the sky. Though most gargoyles exist to serve a more powerful master, the rare gargoyle of a slain warlock may act independently and feed upon lone or unprotected humans.
Habitat: Any
Strengths/Weaknesses: Weak against magic, but their stony bodies makes them impervious to most physical weapons.
Ghost
The type of ghost one might encounter varies wildly, but in most cases, benign ghosts retain most of their human traits where vengeful spirits often develop more monstrous appearances. Ghosts are often the result of souls that were touched by evil magic in some fashion which resulted in their deaths. They are unable to pass on, chained to the mortal world until successfully exorcised. While ghosts cannot be touched, they can impose their will and affect anything on the mortal plane, able to hurl objects with their will (the more violent their temperament, the heavier the thrown object might be) or sometimes possessing the bodies of the living.
Habitat: Any
Strengths/Weaknesses: Cannot be affected by physical attacks and weapons, able to regenerate. Weak against holy and healing magic.
Girallon
Fierce and savage, these four-armed beasts are often favored as gladiatorial combat opponents. They are aggressive, carnivorous, and highly territorial. Girallon's seldom act more intelligently than wild apes, but there have been rumors of more intelligent members that lead large groups of girallons to raid villages for food and treasure. It's said that girallons are the result of humans who contracted with demons for power and strength in exchange for humanity.
Habitat: Any
Strengths/Weaknesses: Cannot be affected by physical attacks and weapons, able to regenerate. Weak against holy and healing magic.
Goblin: Common
Scrawny, small, and weak, a lone goblin isn't much threat at all. Their strength comes instead from a combination of numbers, and their quickness to grow into something worse (hobgoblins, bugbears). They are voracious, able to eat their own body weight's worth of food. Goblins have their own language, but can understand the common language (and speak it if so inclined but they usually aren't). They're illiterate, however. Goblins can see in the dark. They hate horses and dogs and will attempt to kill them if given the chance.
Habitat: Temperate forests and plains (usually coastal regions)
Strengths/Weaknesses: Can see in the dark
Goblin: Hobgoblin
More civilized and organized than common goblins, hobgoblins often organize themselves for militaristic strikes upon civilizations. They seek to enslave other races and civilizations to expand their territory and influence, and a slave who possesses any sort of technical knowledge is highly valued. Hobgoblins are deeply mistrustful of magic and make it a point to kill mages first when engaged in combat.
Habitat: Temperate hills
Strengths/Weaknesses: Can see in the dark
Goblin: Bugbear
The largest of the goblins, standing a head taller than most humans. They commonly arm themselves with weapons and scavenged armor. Humans are a bugbear's favored prey, and count their flesh as a dietary staple. They are evil to the core, and delight in terror, cruelty, and murder. When a bugbear kills, the purpose isn't to torture the victim; it's to torture the people who held the victim dear.
Habitat: Temperate mountains
Strengths/Weaknesses: Can see in the dark
Griffon
These proud and intelligent creatures are highly favored as mounts by knights and warriors. However, they're proud beasts and their respect must be earned before they'll ever consider allowing themselves to be mounted by a rider. Griffons' favorite diet is horse flesh, so farmers would do well to keep their mounts locked up once these creatures show up in the skies to hunt. The griffon will mate for life, and will hunt the slayer of a mate for years to take vengeance. They are stubborn but fiercely loyal to their companions.
Habitat: Temperate forests and plains (usually coastal regions)
Strengths/Weaknesses: Can see in the dark, excellent sight and smell.
Hydra
The average hydra sports five heads, with older and more dangerous hydras possessing even more. A hydra's head, once decapitated, will grow two more in its place unless the stump is sealed by fire or acid. A hydra cannot be killed unless its body has taken massive damage, or until all of its heads have been cut off and the stumps seared closed.
Habitat: Temperate marshes
Strengths/Weaknesses: Can see in the dark, excellent sight and smell, capable of swimming.
Kobold
These creatures are small, about the size of a human child, and have a reputation for cowardice and scheming. They attack by setting up traps and ambushes, preferring to strike with large numbers. They often boast that they are the descendants of dragons, though dragons find them extremely obnoxious.
Habitat: Temperate underground or deep forest
Strengths/Weaknesses: Can see in the dark, sensitive to and easily blinded by light.
Lizardfolk
Though not strictly evil creatures, lizardfolk are savage and barbaric, and will not hesitate to attack intruders or travelers who pass through their territory. They create dwellings beneath the murky bottoms of swamps, creating complex honeycomb-like dens where they will sometimes drag their captives where it is nearly impossible to escape. They can hold their breaths four times as long as humans, and crave heat as they become sluggish in the cold.
Habitat: Temperate swamps
Strengths/Weaknesses: N/A
Minotaur
These cunning creatures are incredibly powerful, attacking with a fearsome brutality. Coupled with their innate cunning, they are dangerous foes who hold grudges for any number of slights, imagined or otherwise. They make their lairs in any complex and maze-like domain, from true mazes to twisting and interconnected tunnels in dungeons. Once an intruder becomes lost to despair within their lairs, a minotaur will only then move in for the kill.
Habitat: Temperate ruins or underground
Strengths/Weaknesses: N/A
Ogre
Violent, cruel, powerful, and stupid -- no one likes ogres. They stand ten feet tall and are capable of all kinds of atrocities. They revel in the misery of others and won't hesitate to destroy or defile anything they please. They have a nasty sense of humor, and what an ogre finds funny is the stuff made of nightmares.
Habitat: Temperate or cold hills
Strengths/Weaknesses: Can see in the dark.

Orc
A mixture of brute strength and barbaric intellect, orc tribes are unfortunately common foes to villages and farms. They're as big as large and muscular humans with different shades of green skin, and sharp teeth with jutting tusk-like fangs. They take whatever they like and have no qualms enslaving or torching the villages of other races. They enjoy drinking, fighting, and other forms of sadistic entertainment.
Habitat: Temperate hills, mountains, or underground
Strengths/Weaknesses: Can see in the dark; sensitive to light.
Pegasus
These magnificent creatures are as intelligent as humans, and though they can't speak the common language, they absolutely understand it. Pegasi are wild and shy creatures, and they're able to instinctively discern good and evil in those who approach. A pegasus will never allow itself to be ridden by anyone who lacks a good heart. Pegasi lay eggs and mature at the same rate as horses. A pegasus that bonds with a rider will serve that person faithfully for the rest of its life.
Habitat: Temperate and warm plains
Strengths/Weaknesses: Can see in the dark.
Pixie
Pixies are tiny and whimsical beings of fey, typically only a couple of inches tall. They can turn themselves invisible at will, and are adept at enchantments and charms. They are generally good creatures, fast-talking and excitable, but aren't above playing mischievous tricks on others. They carry arrows covered with their own dust, which can charm a target, rob them of memories temporarily, or put them to sleep.
Habitat: Temperate forests
Strengths/Weaknesses: Weak to cold iron.
Pseudodragon
These little cat-sized creatures are highly sought after as pets. However, pseudodragons are as intelligent as humans and resent being treated condescendingly. They can be befriended if approached peacefully and offered food -- they're carnivores that enjoy insects, rodents, small birds, snakes, eggs, butter, cheese, and fish. They communicate telepathically, but vocalize with chirps, hisses, growls, and purrs. They are playful but shy, and lay eggs in the spring.
Habitat: Temperate forests
Strengths/Weaknesses: Poison sting that puts a target to sleep.
Sahuagin
The most common foe of sea travelers, sahuagins are ravenous and cruel. They are warlike and proud who refuse to ally with other races; they only seem to like sharks and can communicate and direct them to some extent. Sahuagins, once they take damage in combat, fly into a bloodthirsty rage that makes them twice as dangerous.
Habitat: Temperate or warm ocean
Strengths/Weaknesses: Blinded by light.
Troll
Trolls are fourteen feet tall, but appear shorter because of their stooped posture. They are vicious and cruel, and relentless in their attacks thanks to their tough rubbery hides and regenerative abilities. They spend most of their time hunting for food, since their metabolism is high due to their regeneration, and may even turn on their own kind if desperate.
Habitat: Cold mountains
Strengths/Weaknesses: Regenerates any damage inflicted except for fire.
Unicorn
Fierce and intelligent, unicorns are staunch defenders of the forests where they live. They shun most life save for good fey creatures, good humanoid women, and woodland creatures that share their habitat. They mate for life, but a lone unicorn or one that has lost its mate may adopt young women of exceptional virtue and allow them to ride on their backs as well as guard and protect them for life. The bond ends once the woman develops a stronger bond with someone else, such as a lover or child. Unicorns possess incredible healing magic, and their horns are highly valuable to evil creatures who would use them for potions or dark rituals.
Habitat: Temperate forests
Strengths/Weaknesses: Immune to charm spells, compulsions, and poison.
Vampire
These ancient creatures are secretive and cunning, possessing a supernatural beauty that lures a victim into dropping his or her guard. They have black hair and pale skin, with pronounced fangs. Vampires follow a majority of traditional rules: they cannot tolerate the strong odor of garlic, recoil from mirrors and holy symbols (though these things don't actively harm vampires), and cannot enter a private dwelling unless invited. Direct sunlight will destroy a vampire, and running water will deal consecutive damage if the vampire is immersed. A wooden stake driven through the heart of a helpless vampire will slay it instantly, but it will return to life if the stake is removed unless the head has been severed and anointed with holy water. They can assume the shape of bats and wolves, assume a gaseous form, and climb sheer surfaces like a spider. They cast no shadows. A creature slain by a vampire that drains all of its victim's blood will rise as a fledgling vampire. Vampires can mate with humans, though these children (dhampirs) are reviled and mistrusted.
Habitat: Any
Strengths/Weaknesses: Weak to garlic, sunlight, running water, holy symbols and water, stakes to the heart. Immune to negative magic and energy, resistant to cold and electricity. Impervious to most physical attacks except for silver and magic.
Zombie
Zombies are created in one of two ways: when a corpse has been buried in tainted land (or land that was the site of much bloodshed), or when a living creature is infected and killed by the plague that zombies carry. They are unthinking creatures who can only follow very simple commands, and have no sense of self-preservation. They seek only to kill and eat the living.
Habitat: Any
Strengths/Weaknesses: Takes less damage from weapons that bludgeon or stab.


Add a Monster:

Setting

Jan. 17th, 2020 10:57 pm
ho_mods: (Default)

World of Kiomet



Warning: It's huge!



CastleColRow
Anzin's Delve17737
Barad Cutha15876
Barad Elror9427
Barad Findo9967
Caer Cune8961
Caer Fineli19170
Caer Ohir13418
Caham Castle19668
Cahyrst Keep2275
Daleah Stronghold11861
Eysleyn Castle8078
Minas Finrendir18930
Minas Mano2058
Minas Sangi8574
Rysor Tower529
The Bastion of Gothmog of Udun5280
The Bastion of Illfang the Kobold Lord9621
The Bastion of Itigic18031
The Fortress of Gary9329
The Fortress of Thidagoia the Lunatic15148
Throri's Delve16738
CityColRow
Arben, the Last City of Thithline633
Arleth5581
Badun10921
Bastow1656
Boofalls, the City of Rings13750
Brabrycg, City of the Spectral Guard11551
Caford342
Cahyrst10562
Chirkidw1648
Coford1753
Destead16240
Edhenen17972
Gaford9014
Giledzar12664
Hatun11351
Hethorp15211
Huallanto755
Kharukthur14570
Laford8626
Lawic2480
Meford12324
Mundilundr18261
Nalukkhar, the City of Song15224
Padun18357
Snakemoor Marsh11734
Tabrycg, the City of Coins2053
The August City of Baford1381
The Forbidden City of Wibrycg17942
The Great Crossroads of Dethorp11138
The Majestic City of Narazar15248
Tydfairf9522
Wawold2248
Woostead1365
Wrewick, City of the Old Ones1073
RuinsColRow
The Citadel of Gaki1472
The Dread Hive of Gothmog of Udun18427
The Dread Labyrinth of Lord Greywulf16142
The Fane of Eternal Night18836
The Forsaken Dungeon of Arithith the Lunatic13715
The Gauntlet of Kala the Witch9516
The Gauntlet of Ninabi the Ghastly17873
The Ghost Tower19031
The Labyrinth of Adamant Sorrows7976
The Monastery of Shattered Souls11947
The Shrine of Broken Worlds19426
The Stronghold of Fiery Ruin13828
The Tomb of Horrors9865
The Tower of Broken Worlds1155
The Undercrypt of Elemental Ruin13152
The ruins of Defield Stronghold8418



Rendezvous


It isn't the biggest city on the map, but it does see the most traffic. This port city is a popular gathering spot for merchants and adventurers, with a variety of buildings both elegant and squat throughout its sprawl of winding streets and alleys. Sandwiched between two kingdoms, Rendezvous is considered a free city, and is often used as a meeting place for diplomats of the north and south kingdom to work out political discussions on neutral ground. It is governed primarily by The Order of the Silver Road, a religious organization that worships the goddess of travelers and luck. Through the taxes levied on residents and merchants, they're able to keep the city moderately clean. Guards are on loan from the various established guilds in exchange for a reduction in taxes, and though they come from different walks of life and values (with some more susceptible to bribes than others), all of them take their duties of keeping the peace fairly seriously. The most popular gathering spot in the city is the three-story inn and tavern: Le Fleur de Mer. The food is good, the ale is plentiful, and anyone looking for a job or adventure knows to come here first to check the Campaign Board. Bar fights are frequent, but seldom last long, as the proprietor himself will quickly leap into action to knock heads together and toss troublemakers onto the street. Plenty of adventurers like to retire here and own a cozy home in the heart of the city or a sprawling manor on the outskirts.

Add a Location:
ho_mods: (Default)
Unassociated
Name: Goroket | [personal profile] kecuala
Race: Lizardfolk
Class: Cleric (Forge)
Links: Character Sheet | IC Contact | Permissions
OOC Contact: PM to this account is fine.

A Lawful Good priest of Kecuala, the lizardfolk's dead god of civilization. Professional gentle giant, here to make friends and improve both society and himself.









All new characters will be classified as 'Unassociated' until they sign up for a campaign. To add your character to the Taken List, fill out the info below:
ho_mods: (Default)
RULES

1. WHEN IN DOUBT, USE COMMON SENSE
The mods allow a great deal of flexibility and creativity in the game, and trust players to generally know what is and isn't acceptable. Do not use this as an excuse to be pedantic, ferret out loopholes in the rules/guidelines to play obnoxious characters just because you can, or argue with the mods. You know damn well you can't play a sentient boot, so don't go out of your way to create The Boot People as a special race.

2. DON'T BE A DICK
This will absolutely be enforced. Obviously people who harass other players or blatantly break the rules will be booted, but this goes for anyone else who consistently contributes to a negative environment. Being overly critical of someone's character or campaign, hounding people for tags, complaining that no one ever tags you to guilt trip others into playing with you, and other types of obnoxious behavior may get you booted, with or without a warning, depending on how annoyed the mods/players are. It doesn't kill you to be polite or pleasant.

3. USE YOUR SOCIAL MEDIA WISELY
As mods, it is not our jobs to police what you say on your personal social media accounts, as that is outside the scope of the game. However, if you list your social media account as a means of contact, you are responsible for treating your fellow players with civility and respect while posting or interacting on that medium. If you don't like what someone posts (personally, politically, etc.), then mute, unfriend, or unfollow them. You're not required to interact with someone you don't get along with in or out of the game, but you are responsible for telling someone not to interact with you if you feel that strongly about it. The mods will not do this for you. Mod intervention will only occur if you have contributed your own due diligence first in cutting ties, and were met with significant push back or harassment. Ignoring/ghosting someone and complaining that the person isn't 'taking the hint' when they keep trying to talk to you is your own fault, not theirs.

4. GAME RATING
In general you can expect most aspects of the game to be PG-13 in nature. Expect villains to be villains, monsters to be slain, and bad things to happen to good people who need heroes to save them. If you wish to play a darker style of campaign, take the necessary precautions to warn for these themes prior to making invitations for players to join, so no one is unpleasantly surprised. Make liberal use of locked posts and content warnings. While the mods allow for darker themes, there are some subjects that are strictly prohibited:
  • Child Violence and Sexual Situations - No character, PC or NPC, under the age of sixteen should be made the specific subject of any particularly graphic scenarios. This includes torture, sex slavery, extreme violence, murder, etc. This also includes monster 'babies' in order to prevent the rage-inducing scenarios of whether slaughtering orc babies is ethical or barbaric. You can say that the inhabitants of an entire town were slaughtered without going into graphic detail, but you can't say that all the children were carried off and devoured.
  • Extreme Sexual Fetishization/Kinks - Sexual scenarios and scenes are allowed, but keep in mind that this is not primarily a sex/kink game. If all of your scenes revolve primarily around sex, or if you're giving your character a self-lubricating asshole, this probably isn't the game for you, and we warmly encourage you to find a game more suited to your RP preferences.
  • Racial Slurs and OOCly Offensive Topics - Do not make use of slurs and offensive terms. If saying it out loud would get you in trouble at work, it's not allowed in the game. You can incorporate some elements that are only ICly offensive ('elves hate dwarves!'), this is acceptable. But if you're making someone OOCly uncomfortable with your character's actions and speech, knock it off. You may be removed from the game if you're not following Rule #1 about employing common sense, and think rolling out a racist paladin is a good idea.


5. NO POWER GAMING/GOD MODDING
You do not get to dictate the actions or responses of other characters. You also may not assume your character would automatically win some sort of contest or fight with another character, whether it's a PC or NPC. If you've worked things out first OOCly, then you're free to proceed. However, it's tacky and annoying to deal with characters who win every fight, dodge every attack, resist every spell, attract every barmaid, etc. If you find yourself feeling frustrated with a character who behaves in this fashion, please talk to the other player. If they continue in spite of this, you are free to drop threads and refuse future requests to RP with them. Players will find themselves losing CR very quickly if they go into a scene expecting to win every time.

6. COMMUNICATE
'Better to ask forgiveness than permission' does not apply in this game, both for players and mods. You are responsible for communicating responsibly with other people regarding your needs and feelings, and we expect people not to treat a game like a career or obligation. This is a hobby in the end, and it should be fun. Do your best to keep it that way. Be clear about your tagging pace and expectations, what you do and don't want from others ICly and OOCly, and if you run into difficulties keeping up with what you promised let people know. Some mini-mods may be understanding and willing to adjust the pace or make room for your character to step out and take a break; but others might prefer replacing your character with someone who can reply and interact more regularly, so please be courteous and respectful. Exercise (sincere) gratitude, and give your fellow players a pat on the back now and again to give their spirits a boost. A little kindness can make a big difference, so give it liberally!


Guidelines

* AC is a simple check-in once a month. If you are squatting consistently or causing significant delays to your campaign-mates, your character may be removed from the campaign and/or game.
* Applications may be submitted at any time, but will only be processed the first weekend of each month.
* You can app up to three heroes, one non-hero (i.e. a bartender, shopkeep), and unlimited villains. As a mini-mod you can make use of as many NPCs as you like, but they should not be treated as playable characters stealing the spotlight from other PCs.
* You are free to make changes to your character as the game progresses, such as a shift of alignment, class, or obtained knowledge, so long as it makes sense ICly. Playing your character significantly differently from what you apped (such as apping a villain only to play him as a benevolent hero or a mild-mannered farmer to get around the character limit) may get your character booted, so please stick to what you submitted.
* The game progresses on a 1:1 time basis. The months have different names, as such:
  • January - Midwinter
  • February - Winterend
  • March - Springturn
  • April - Midspring
  • May - Springend
  • June - Summerturn
  • July - Midsummer
  • August - Summerend
  • September - Autumnturn
  • October - Midautumn
  • November - Autumnend
  • December - Winterturn
ho_mods: (Default)
FAQ and Game Guide

**Character Apps and Creation

Do I have to use a pre-established class/race for my character?
Not at all. The base classes are there for easy reference and use, but they're not required. You can use a class from any pre-existing source material, or you can even create your own. If you create your own, please keep the rules about powergaming in mind and restrain yourself from creating an all-powerful god or similar overpowered being.

What if two players want to play the same canon character as an AU?
The first person to app has rights to the name. Any duplicates after that will at least have to operate under a different name, with the assumption that there are some perceptible differences in appearance (even if the icons don't indicate as much). However, if both players want to work out a plot where a spell goes awry and there are now two of the same character, that would be acceptable. Just let the mod know that all involved players are okay with it.

How familiar do I need to be with tabletop games to build my character?
While helpful as a resource, no tabletop knowledge is required. This is a roleplaying game, not a dice game, and players are encouraged to use their own creativity and imagination rather than being restricted to rigid outlines and stats. If you want to play a cleric for the healing but don't want the religious disposition, you can craft your own class that focuses only on the aspects that interest you.

Can I change classes, and/or take multiple classes, and/or prestige classes?
Yes, yes, and yes! So long as you're following the rules regarding powergaming, your character can choose to pursue any class they like or combine elements of classes, or hyperfocus on certain aspects to become a sort of specialist. Just make sure you don't become the type of character who can do EVERYTHING, which defeats the purpose of forming a diverse adventuring party.

Can I play characters who are evil in alignment?
Absolutely. Evil characters, particularly those who are willing to pose themselves as threats for good characters to overcome, can take more liberties in being powerful in order to pose as a significant danger. That includes access to more resources, devastating spells, power boosters, henchmen, etc. We love our villains, and if you're willing to provide conflict for a bunch of thirsty heroes, bring it on. Please refer to the rules for restrictions on just how evil your character can be.

I have no idea what I'm doing! Who can I ask for help? Are there any resources I can use?
A page is set up with screened comments where you can communicate with the mods, who are happy to help you design your character or campaign. Character workshops will go up once a month where you can pitch character ideas, ask for suggestions, and form pre-existing CR with other characters. You may also discuss character/campaign possibilities with the current playerbase, who will also be likely to provide their own feedback on what they'd like, what they wouldn't like, and provide suggestions on what you might enjoy playing. Below are useful links for different races and classes, and other elements that could enhance your gaming experience. If there are any you'd like to add, let us know!

- Dungeons & Dragons classes and races
- Pathfinder classes and races
- Dungeons & Dragons Name Generator
- 100 Side Quests to Encounter on the Road
- Random Adventure Generator
- Dungeons & Dragons 5th Edition Resources and Information


**Mini-Mods, Campaigns, and Adventure Parties

How do I sign up to be a mini-mod and run my own campaign?
For the most part, you don't need to get mod permission to run your own campaign. All you need to do is slap up an advertisement to the OOC community, or to the quest board. You WILL need mod permission if you want to do something that would significantly impact a pre-established area (torching a town listed on the setting, murdering a king that someone else created, wiping out all goblins, etc.), since someone else might have previously staked a claim on that element for a plot they're running or plan to run. When creating your advertisement, you can give as little or as much information about the overarching plot as you like. Be clear about what kind of players/characters you're looking for, the ideal pace you'd like to set to move the plot along, and how long you expect the campaign to last. As a mini-mod, you are responsible for ensuring the characters/players are challenged and having fun, not frustrated and tormented. You will need player permission for any actions that would significantly impact their characters (death, torture, transformation, etc.).

Do I have to accept everyone who signs up for my campaign?
No, and you're not required to provide a reason. Some players just don't get along, or the character may not be a good fit for what you have in mind. For example, if someone wants to bring in their evil-detecting paladin when your plot relies on an evil character posing as a benevolent one, you probably wouldn't want to allow a paladin to participate as it might ruin your plans very early on. Be polite, but don't feel pressured to mod for someone whose style doesn't mesh with yours.

What are modules, and how do I use them?
Modules are pre-written adventures that Dungeon Masters often use when they want to run a campaign, but are either inexperienced or would prefer to use someone else's ideas. The most common modules span six volumes, meant for a 1st level character to advance all the way to 20th by the end of the campaign. They're packed with maps, setting information, monsters, and NPCs that can be used along with challenges that the characters will likely encounter. There are also some modules that are much shorter, or may just be a series of maps. Use of modules is permitted, but you will obviously need to take some liberties to make it fit within the setting of the game by changing names, dates of events, etc. You're also allowed to play around with the plot of a module if you want to add your own twists, or make accommodations for unexpected (but fun!) character actions.

How do I form/join an adventuring party ICly and OOCly?
The bustling port city of Rendezvous serves as a sort of hub for both fledgling and experienced adventurers to gather. Individuals and/or cities often ask for help here, either by sending a messenger or posting an advertisement. Of course you're free to have characters meet and team up anywhere and any time you like, but if you need an excuse, Rendezvous is the place to go ICly where there are guilds and taverns aplenty. OOCly, you're free to ask other players through Plurk, the Discord chat, PMs, or by simply making use of the OOC board. A monthly CR meme will go up to help people assign their characters to campaigns and adventuring groups.

Can I change adventuring parties?
Sure! However, if you're part of a campaign that's still being run, be polite and let the mini-mod know to make sure you're not upsetting their plans, or at least find a way to work out alternate plans for someone else to take your spot. If you need to leave a campaign due to player differences, do so with civility and grace, thanking the mini-mod for their time and attention; don't be a dick by criticizing them or their plot, either directly or via your own social media. All you have to say is 'It's not for me' and leave it at that.

What does my character do if they're not part of a campaign?
You're free to play around in the setting without participating in a campaign. You can make open posts inviting other characters nearby to interact with yours, organize social events, hang out in the bar and start a fight, etc. Downtime can be a lot of fun, and some people might prefer it instead of a structured event or campaign. Play the way that's best for you and your needs.


**Setting and Worldbuilding

Can I create my own cities/lands/kingdoms, or do I have to use what's listed on the map?
You can make as many locations as your little heart desires! The map is meant to serve as a blueprint, not RP gospel, with locations and names randomly generated (which the mods find kind of cool) that may inspire you to make use of that particular place. Because the map is randomly generated, the mods can't add locations to the map itself, but can add new areas and/or detail about the randomly generated areas as necessary to the settings page itself to keep track of what's been used, visited, and established by the mini-mods. Please keep the mods informed of any significant details that ought to be noted.

How much liberty can I take when making use of a location or monster?
As long as you're not overriding what's been previously established, you can probably take as many liberties as you like. Keep in mind that, as previously stated, you will need to obtain mod permission if you're going to do something that significantly or permanently affects the setting.

Can I add my own ideas or suggestions to the bestiary/setting/classes/races/etc. pages?
Absolutely. The information provided is meant to serve as a sample, or easy reference for people who don't want to get too crazy right off the bat. If you want to add the Faunus from RWBY or the Gar from He-Man, you may do so. You're not required to add a race that you're apping if it isn't listed, but the mods reserve the right to reject anything that may prove too powerful or problematic with the setting of the game. No planet-shattering Saiyans, no forty-dick George Washingtons.

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