I'm busy scraping out a 3.5 campaign, and instead of using my first home-brew setting Long-Reach, I'm working on something a little more traditional fantasy. So I need three to four fairly active posters and maybe a co-DM. I've never run a game on forums and this is kind of the test for that. I'm going to try and set up a schedule for certain days and times (like a traditional game might run) to help facilitate playing, but it's probably going to be a while because I'll have to work it around school when I start back up. Okay, disclaimers done... onto the fun part.
Setting: Like I said this is home-brew. It's going to be written kind of like a travel guide or log. Oh, and it's on the same planet as my other setting, but it's a much, much earlier time period. Ignore this, it's me taking a rare prideful moment.
It takes place on one continent called Boras.
The first thing one notices about Boras is the overpowering humidity that rolls in from its green seas. Most of the northern parts of the continent are rocky and turbulent with such famous landmarks as the Cape of Omen. The great jungle city of the elves, Tabor-Shak lies here guarded by darkest jungles. To the west are the Stormlands and the magnificently sorrowful Bantover, City of Eternal Rain. It is an imposing human city-state.
To the east lies the Aboreal Mountains eastern outpost of the dwarves, but beyond that lie the dunes collectively known as the Desert of the Frozen Sun. A frigid but snowless place that freezes men to the quick sure enough. In the south lies the Basin a grand system of towering cliffs, rivers, and waterfalls that make up the bulk of human lands and the largest human empire. The Saratova Empire, a great tribe of people with many small settlements and a few large, tiered cities. It is a newly forged empire of only fifty years, but it has much it wishes to prove under its brash but cunning empress.
That's a very, very brief rundown of the general topography and some of the major players and cities.
Races: Any race in the player's handbook is ok, but try and stay away from halflings and gnomes if you can... I'm not quite sure how I want them to fit in. Most races will probably get a retooling of their stats and/or abilities so check here if you please.
Humans: Unchanged. Though the southern ones tend to have dark complexions while those from other regions like Bantover tend to run the course of fair to tanned.
Elves: They lose the -2 to their constitution, but also lose that secret door sense and whatnot to compensate. (Justified in that these elves don't deal with so much ancient stonework and live in tree houses and therefor are much hardier. Favored class is changed to Sorcerer. They're darker-skinned and the ears tend to be on the prominent side. (Almost but not quite batty, you couldn't hide them under hair.)
Dwarves: Remain unchanged though they're not so European as they are wild people who live in mountain dens, impressive mountain dens of unparallelled stonework and metalwork.
Half-Elves: Are like elves, with less prominent ears (you could hide them under thick enough hair) They lose the +2 to gather info and diplomacy, but gain it (+2) to bluff and hide checks. (Justified in that they don't get along with everyone because of their parentage, but can fool some people some of the time because of their parentage).
Half-Orcs remain the same (But they will most likely be calledu something else)
Gnomes and Halfings: TBA.
Because Gary managed to make me stretch the width and scope of my knowledge of folklore (which is nerdishly obscene already) I'm going to add another race. Modified fairy template.
Ochin'aque: Boras is still a very dark and primordial place, and in its farthest depths and in its oppressive rainforests lie the Ochin'aque, or spirit-people. They are a people given over to certain affinities. An Ochin'aque tends to lean toward an element of nature or life and finds itself drawn to it. These affinities run the gauntlet from fire, air, wood, or water to things like ink or souls. The chaotic little folk are not given to any order or government, but they do have their god-queen and king. Lo'ba and Qu'il.
They stand about eight inches tall on average with pointed ears and wild appearances. They like to pain their bodies with certain colors. The whole race has a bit of a short-man complex that can change in severity depending on the being in question.
They tend to have names that consist of two syllables and sound like...
Male: Xi'cotl, Raj'pa, Rosh'bl, Ci'tix
Female: Qu'uq, Pin'lix, Osh'pa, Gir'rixt
Actual stats are like the fairies linked above except they're considered tiny.
They still have -2 con, but the charisma bonus can be changed to either +2 wis or int depending on what affinity they take.
Depending on their affinity they can take either charm person for their first spell-like ability or talk to spirits for their second.
In order to make up for what I see as some imbalance in such customization they lose the +4 to hide and move silently and only get a +2 to those skills instead.
Any other races will have to be run by me.
Classes remain the same as in the book, but might go through some name changes. Any additional classes will have to be run by me first. I'm tempted to let warlock in their, but only one person. I'll have to think on it.
Role up character sheets.
Clarification for point-buy: Start with base scores of 10 (like pathfinder) and then buy with 36 points
PMs of interest should contain a character sheet and the title: Boras.
I tend to play a little loose with the rules especially where the rule of cool is overwhelming, but I tend to be fair I think.
EDIT: Most certainly you can post character ideas, questions, suggestions, and whatnot in this thread as well. Cheers!
EDIT: Changed it to point-buy.