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PostPosted: Tue Dec 05, 2017 12:59 pm 
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shaidar wrote:
Hi

I'm interested if you are still looking for players?

Looks like I have a few days to read up on the rules and the campaign setting.


I am certainly looking for a few more players. You are more than welcome to join us.


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PostPosted: Tue Dec 05, 2017 1:31 pm 
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Cultures

Midlanders (Argosans)
The olive skinned Midlanders, more formally known as Argosans, have a culture similar to medieval England, ruled by a king and court of hereditary highborn, vastly outnumbered by a growing underclass of commoners.
The Midlanders are not a numerous people, but control Lake Argos via the walled cities of Crow’s Keep, Northgate and Port Brax, making up the central basin referred to as the Midlands (Argosa). The Argosans are leaders in scientific advancement in the region, for example they are the sole producers of full plate mail and secret concoctions such as alchemist’s fire.

Karoks
The albino Karoks are the elder and most striking of the Midland races, with milk white skin and ghost grey hair. Of all humans dwelling in the region, they are ostensibly the most secure; protected by the mountain fortress of Dol-Karok, the Ironhull Mountains and White Drifts beyond.
The Circle of Five, an elite merchant council of Dol-Karok’s most powerful trading houses, rule the mountain. Karoks have access to the best metals and mineral resources in the land, which has made them exceptionally wealthy and affirmed their importance as trade partners.

Nydissians
The dark skinned people of equatorial Nydissia are expansionists, with the largest and most experienced forces in the region. They have dark eyes and hair, often cropped short or woven into tight braids.
Nydissians are governed by the philosophical order known as the Lucentum, who value logic and reason above all other human qualities, including empathy. They worship no gods but recognize that magic is real and dangerous. Sorcerers are hunted by the Ordo Malefactos and those ousted burnt alive.

Varnori
Tall, pale skinned northerners, the Varnori are ocean raiders from across the Boreal Sea, with a powerful navy and veteran sailors. Vorngard is their southernmost settlement and first permanent encroachment into the Midlands. They are new residents, erecting their first buildings twenty years ago, a curious mix of reavers, warriors and emerging farmers.
The northerners are governed by the Council of Varnor (on the Isle of Varnor), some of whom are advised by Rune Seers said to be gifted with the power of prophecy.

Thuels
Thuels are the Argos basin barbarians, olive skinned, heavy set and deeply tanned as a consequence of their long exposure to the sun. They tend towards dark hair and features, but lighter variants are not unknown.
By and large the clans are ruled by warrior chieftains, whose titles are inherited by blood or won through contests of strength. Thuels are highly superstitious and true magic universally feared. Mundane shamans and druids may or may not be shunned, varying from tribe to tribe, with some taking up useful roles as medicinal healers or spirit guides. Thuels have no written language, instead recording their history by way of song, story and dance. The keepers of these oral histories, the skalds, enjoy special status.


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PostPosted: Tue Dec 05, 2017 1:46 pm 
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Guide
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thanks. I'm new to the d20 rules, but had a quick look through the rules book, and I like the gritty feel and the variety the skills add.

the first thing that jumps to mind is a dual wielding swashbuckling warrior, if that fits with the setting and the character choices of everyone.


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PostPosted: Wed Dec 06, 2017 2:24 am 
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Those are interesting options. I like the Karoks the most thus far. Do you have any general themes in mind for the game? Dungeon crawl? Sandbox? Social and Political maneuvers? Any particular city or region that you're planning on starting with? I've been reading the publisher's website and the Midlands PDF and I like the maps which they have shared.


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PostPosted: Wed Dec 06, 2017 6:51 am 
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good questions Wiglaf!

for me I think the Argosans fit my current character concept best.

i assume the only option for the campaign setting material is a pay one?


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PostPosted: Wed Dec 06, 2017 9:45 am 
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From what little reading I have done so far it looks like the map actually covers a relatively small area, so I think it would be easy to justify a mixed party if we wanted to. For that matter, since the races are all actually human I would imagine mixed breeds would exist as well.


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PostPosted: Wed Dec 06, 2017 10:05 am 
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I am considering an Argosian Nydissian mix, if it would fit.


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PostPosted: Wed Dec 06, 2017 10:20 am 
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I'll be playing a Midlander fighter.


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PostPosted: Wed Dec 06, 2017 10:45 am 
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I'm thinking Bard- unsure about his ethnicity, so far.

_________________
There ain't no such thing as a free lunch.


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PostPosted: Wed Dec 06, 2017 3:35 pm 
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one thing I cannot seem to track down is the penalties for wielding 2 weapons.


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PostPosted: Wed Dec 06, 2017 3:54 pm 
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hammerHead wrote:
I'll be playing a Midlander fighter.


I could also go for Rogue, if the party lacks one.


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PostPosted: Thu Dec 07, 2017 9:57 am 
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If you're taking more players, I'm interested.

I'd like to play a mage. Maybe a Nydissian who chose a life of adventure over staying home and being burned alive.


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PostPosted: Thu Dec 07, 2017 10:00 am 
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sulldawga wrote:
If you're taking more players, I'm interested.

I'd like to play a mage. Maybe a Nydissian who chose a life of adventure over staying home and being burned alive.


I certainly am still taking players. I have been quiet but that is only because RL is a little more busy than normal what with the holidays. Post any questions you have I will get to them as soon as I can.


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PostPosted: Thu Dec 07, 2017 12:00 pm 
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hammerHead wrote:
hammerHead wrote:
I'll be playing a Midlander fighter.


I could also go for Rogue, if the party lacks one.


a rogue would be cool, although if you'd rather play a fighter, I'd be happy for my fighter to take the traps/detection skills to help close the skills gap :-)


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PostPosted: Thu Dec 07, 2017 12:34 pm 
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I am thinking of a barbarian shaman (just use the barbarian class). This will boost the fighting somewhat.


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PostPosted: Thu Dec 07, 2017 12:58 pm 
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ybn1197 wrote:
Post any questions you have I will get to them as soon as I can.


The only issue I might have is that, while I can post multiple times per day during the week, I tend to go quiet on the weekends. Maybe once at night, at best. Is that ok?


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PostPosted: Thu Dec 07, 2017 1:00 pm 
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sulldawga wrote:
The only issue I might have is that, while I can post multiple times per day during the week, I tend to go quiet on the weekends. Maybe once at night, at best. Is that ok?


There is absolutely no problem with that. I go dark @ 3:00 pm EST on Friday and don't come back till after 7:00 am EST on Monday. The weekends are for family.


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PostPosted: Thu Dec 07, 2017 1:59 pm 
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So, we have a mage, a potential rogue, a barbarian, a swashbuckler, a bard, and whatever I decide upon. I'm considering a mage who focuses upon support or healing.

I've found an answer to one of my questions by re-reading the initial post. Sandbox is awesome, and I feel silly. ;) Also, as far as I am aware, the Midlands campaign setting is only available as the pdf.


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PostPosted: Thu Dec 07, 2017 3:25 pm 
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nice mix of character types


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PostPosted: Thu Dec 07, 2017 5:01 pm 
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Is there a campaign id?


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