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I have a homebrew setting where magic is closely monitored and you have to register yourself with a mage guild. If you don't register, you're considered an outlaw. Most guilds try to get a monopoly on some aspect of magic (for example, the Wayfarer guild monopolizes transportation magic and the Stargazers have a monopoly on divinations). Churches count as guilds for registration purposes. Oh, and spells/powers above 6th level are very rare (as in, artifact rare) in this setting.
The idea was that all characters would be members of a mage guild, dealing with various jobs, intrigue and the like. It would be more character focused, with some combat to keep things interesting and jobs as diverse as possible. I like the idea of a mage guild because we could potentially have a lot of players without people stepping oncho each other toes... it might even help to keep up the pace.
I have a terrible record with pbp, I always end up giving up on stuff, but I think I might make this work.
The 16
Spoiler
1. What game system are you running (D&D, Call of Cthulu, Palladium, GURPS, etc.), and if applicable what edition (Original, Classic, Revised, 1st, 2nd, 3rd, 5th, 10th, etc.)?
Pathfinder
2. What 'type' or variant of game will it be (i.e. "Shadow Chasers" or "Agents of Psi" for d20 Modern)? What is the setting for the game (eg. historic period, published or homebrewed campaign setting, alternate reality, modern world, etc.)?
It's a game about a mage guild in a homebrewed setting.
3. How many Players are you looking for? Will you be taking alternates, and if so, how many?
4-6 for starters, but I don't have an upper limit. That's one of the advantages of a guild game.
4. What's the gaming medium (OOTS, chat, e-mail etc.)?
These forums.
5. What is the characters' starting status (i.e. experience level)?
I've decided on 6th level.
6. How much gold or other starting funds will the characters begin with?
Standard wealth for 6th level
7. Are there any particular character classes, professions, orders, etc. that you want... or do not want? What are your rules on 'prestige' and/or homebrewed classes?
Every character should be a 'mage'. This means being able to cast spells or having supernatural abilities. If your supernatural abilities are very limited (say, a Swordsage) you have to explain why you are an active member of the guild.
8. What races, subraces, species, etc. are allowed for your game? Will you allow homebrewed races or species? 'Prestige' races or species?
All classes from the core book and Advanced Races are OK
9. By what method should Players generate their attributes/ability scores and Hit Points?
15 point buy, average hit points.
10. Does your game use alignment? What are your restrictions, if so?
Normal rules for alignment.
11. Do you allow multi-classing, or have any particular rules in regards to it?
No particular rules.
12. Will you be doing all of the die rolling during the course of the game? Will die rolls be altered, or left to the honor system? If players can make die rolls, which ones do they make, how should they make the rolls, and how should they report them?
All rolls will be made using the forum roller.
13. Are there any homebrewed or optional/variant rules that your Players should know about? If so, list and explain them, or provide relevant links to learn about these new rules.
Spells above 6th level are very rare. You still get the slots, but learning spells above this level can only be done in-game and it's not easy.
14. Is a character background required? If so, how big? Are you looking for anything in particular (i.e. the backgrounds all ending up with the characters in the same city)?
Skirt-length background.
15. Does your game involve a lot of hack & slash, puzzle solving, roleplaying, or a combination of the above?
The main focus is on roleplaying.
16. Are your Players restricted to particular rulebooks and supplements, or will you be allowing access to non-standard material? What sources can Players use for their characters?
Stick to Paizo material (plus Psionics Unleashed) from d20pfsrd.com and it should be fine. 3.5 stuff on a case-by-case basis.
About Guilds
Spoiler
"Mage" here is a common term for spellcaster, sometimes used for anyone with supernatural abilities. Mage guilds are organizations that control the use of these abilities, most of the times offering services for a price as well.
There is an Archmage Council, with the heads of the most powerful guilds attending it. Getting a seat in the Council is very important for the guilds, so most minor guilds are trying to get one all the time.
Any spellcaster not registered on a guild is considered an illegal (rogue) spellcaster. The sanctions for illegal spellcasting depend on the kingdom and the guild to get the spellcaster, but it won't be pleasant at all. In Falenia, it usually stands for a heavy fine (per spell cast) and a few months on jail. In Everym, it might go from an abusive fine (basically everything you own and a bit more) or execution. Guilds usually have badges, tattoos or dress in certain ways so as to make it easier for them to be recognized for the common people, but the actual seal of legal spellcasting is an arcane mark specific of each guild on the palm of the right hand (if the right hand is not available, it might go somewhere else). Trying to forge this is an offense even worse than nonsanctioned spellcasting.
The Council has a set of Arcane Guards around to keep nonsanctioned spellcasters at bay. They are skilled in detecting and subdueing nonsanctioned spellcasters as fast as possible.
The guilds with a seat in the Archmage Council are currently the following (all of them are inspired by preexisting D&D organizations): Stargazers - A big, rich guild focusing on divination. The Stargazers were originally a Celestrian cult focused on preventing bad outcomes to world-shaking events, but as the guild grew, it somewhat lost this focus, instead focusing on selling divinations for the highest bidder. They are still worried about world-shaking events (specially if they are bad for business) and have their own martial arm for those - The Order of The Shooting Star. Anyone can join the Stargazers, even noncasters. They work on a pyramid system, so if you bring profits in, you can even advance in the hierachy even without having cast a single spell on your life. Common members are oracles, diviners, clerics, rangers and paladins. (Rangers and paladins are usually in the Order of the Shooting Star). Society of Sensation - "Experience magic" is the motto for this guild. The sensates, as they are called, want to experience everything in life. Their guildhalls are usually hard to disguinsh from festhalls and orgies. Since they want to experience everything, you can find all kinds of people in their halls. They also take most types of jobs. Some sensates are not that into the guild's philosophy and just want some work. Doomguard - Masters of negative energy, the doomguard is a group focused on studying Oblivion - the true death, once your body and spirit are both destroyed. They believe the universe is being consumed by entropy. Some of them try to accelerate this process, so they are not usually well seen. Common members are magi, necromancers and clerics. Wayfarer Guides - Specializing in teleportation magic, the Wayfarer Guides are never without a job. The rich and powerful always want to get where they want as fast and safely as possible. They have few members, however, because not many spellcasters are able to cast long range teleportation spells. Red Avengers - This guild is not well received in Falenia, Visper or Alsacia. The Red Avengers deal on vengeance. Their members are usually gishes and they take requests to kill others. They are devoted to Cas. If not for their seat on the council, they wouldn't be tolerated at all outside of Everym. Transcendent Order - This guild believes flesh is weak and human is boring. They are always trying to improve themselves and become something else. Most of their members look really weird and/or are a bit crazy. They deal mostly with grafts, monster summoning and monster knowledge. They have many artificers.
About the continent of Rubia
Spoiler
-Falenia: This kingdom was founded about a thousand years ago by a celestial hero and his human wife, uniting minor kingdoms. Ruled by a lineage of aasimars, Falenia is a LG kingdom with good relations to their neighboors,a large standing army and is usually what prevents their neighboors from engaging at war. About 200 years ago, Falenia was in disarray and the whole Rubia suffered because of it - this year-long crisis spawned an evil empire and destroyed a nation.
-Visper: The elven kingdom, long time ally of Falenia. Ruled by a conclave of archwizards. Elves in Rubia are related to dragons and admire them almost to the point of worship. Corellon Larethian is not known is this setting; elves worship the dragon pantheon. They call Io "the Eternal". As usual, the elf nation is CG. The northeastern portion of this country used to be the Viken kingdom, but the elves dominated it in the Fourteen Days War, because it's also the holy land of white dragons. The surviving vikens hate elves to this day.
-Everym: A small young kingdom stuck between Falenia and Visper. Everym is a land of half-elves and they consider themselves a separate race from humans and elves. Everym is a good place to live and is in frank expansion, but rumors abound that the kingdom was founded by the Scar - a half-elven supremacist organization. They say the royal capital of Pal Ador is still ruled the Scar. Alignment: Neutral Evil
-The Shadow Plains: The distant land of the xeph, in a plain covered by eternal shadow. It's very distant from Falenia and few ever visit it, but it's a peaceful, beautiful pleace. Alignment: True Neutral.
-Goblinoid Mountains: During the war 200 years ago, mindflayers experimented on the goblinoid race as whole. Led by the hero Kharlaad, the goblinoids managed to escape the oppression of the mindflayers and then King Arikel of Falenia granted them this territory. The Goblinoid Mountains are filled with goblin tribes and they are not as much of a problem as they are on other settings; they mostly keep to themselves, but traveling near the mountains (on Falenia's southern border) must be done with care. Alignment: LE
-The Azure Empire: To the far north of Rubia lies the Blue Desert. While Falenia, Visper, Viken and Everym were engaged at wars, a man united the warring tribes, defeated the yuan-ti and created the greatest empire on Rubia. The Azure Empire is very rich, self-sufficient and separated form the rest of the continent by a huge adamantine wall. Life is far from pleasant, though - the laws are strict and those in power are very abusive of those below them. Alignment: NE.
-Alsacia: A flying city that hovers near Weissenacht. Paragons of innovation and art, alsacians were the first human artificers. The only secret they keep to themselves unflichingly is elemental binding. Some say that is the only reason why the Azure Empire has yet to further expand its walls. Alignment: True Neutral
-Weissenacht: The city-state of Weissenacht is the greatest merchant city in all Rubia. Anything can be bought here. The city is protected by ancient, forgotten magic: a white dome that provides illumination and blocks all divinations and teleports from going inside (but not outside). Ruled by the elven Warlock Lord Raizen, hero of the Fourteen Days War. Alignment: CG
-Farh-Torr: The underground kingdom of dwarves. The dwarves were not involved in the events of 200 years ago because they were busy fighting their own war - the devious drow were trapped here, fighting to escape for nearly a thousand years. They escaped about 20 years ago. Farh-Torr is what you usually expect from a dwarven kingdom, otherwise. The dwarves' situation is pretty similar to Dragon Age Origins. Alignment: LG
-Raven's Castle: Not really a kingdom, this is a demiplane betweehn Rubia and the Plane of Shadows where fey live. It is ruled by the Raven Queen, Wee Jas. Alignment: CN
About the Guild
Spoiler
The Hidden Kings Motto:Everyone has the potential for greatness. Description: A small guild that has fallen on hard times due to lack of membership. Welcomes everyone and is not discriminant about species. Focuses on developing magic users power.
The Hidden Kings had a seat on the council, but lost it. The main goal is to get it back. The seat is ruled by a three mages, known as the Triangle. They are currently Kharas Dolt (a hobgoblin magus), Shayla Sin (an elf oracle) and Sor Doranis (human sorcerer).
This sounds like a lot of fun.
I have to ask though were would Binders fit in to this society are they a guild like any other or are they outlaw magic users/rebels.
I'm definitely interested.
This sounds like a lot of fun.
I have to ask though were would Binders fit in to this society are they a guild like any other or are they outlaw magic users/rebels.
I'm definitely interested.
Binders need to be registered, though some guilds won't have them.
Quote:
Originally Posted by Tsumeken
Sounds intresting, how would guilds interact though in terms of characters? I doubt all of us would belong to the same guild/magical pursuit.
The idea was to have everyone on the same guild, actually.
Quote:
Originally Posted by Iron Victory
I would be interested if this is Pathfinder.
I wanted 3.5 at first, but Pathfinder is a lot easier for me because with the d20pfsrd I can read all the content at work. Pathfinder it is, then.
Quote:
Originally Posted by Ghost49X
What system? I'd love to try a duskblade or a spellthief (3.5), should the system be Pathfinder, then a magnus, or maybe something else...
Then again just about any system is possible from a revised M&M to WOD
It is Pathfinder, but I'd allow 3.5 stuff on a case-by-case basis.
Last edited by ThiagoMartell : 09-09-2012 at 09:30 AM.
A couple of questions
Whats our starting level in the game? Are we just beginning or have we been in the guild for awhile?
What are the different guilds? You mentioned a few but what are the major ones?
what is the history and reputation of the Guild we are joining?
I'll probably play a hybrid caster/melee or caster/stealth class depending on what roles other players take, Alternately I could go Abjurer or Anti-magic caster. I'll be more specific when I see what other people are doing,
I've always wanted to play in a game like this. Might even be a bit Cliché but wanting to play a wizard and his familiar, each trying in their own way to improve the world with magic.
I'm interested, since you want us to all be in the same guild could you post us descriptions of the different ones? Then perhaps we could vote for which one we're all interested in, unless you have a specific guild in mind for this game. You might also want to edit the thread title to say this is a pathfinder game.
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Quote:
Originally Posted by flabort
Burnheart, thanks to you, everyday reality is just a little less desirable. Until this happens, I am just this much more insane.
Interested...are you intending to allow Tome of Battle, and if so, what would some of the magic-like effects be considered magic for purposes of registration? (I can't see an evoker's guild allowing guys who can use maneuvers that deal fire damage to not be registered, but its your setting)
Pathfinder, eh? Pity, I was looking forward to some strictly 3.5 stuff. Still, I've always wanted to try out alchemist. Perhaps a human or elf alchemist who acts zealously loyal to the guild, but secretly sells his potions and elixirs in the black market.
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Quote:
Originally Posted by inuyasha
Master I think you are a psychotic genius
Avatar by Cuthalion
Playing:
Spoiler
Malthos the Seer, the vengeful, power-hungry, somewhat self-loathing Shaman- "World's Largest Dungeon"
Claudius Derkin, the Beguiler who's at best quite silly and at worst downright insane- "The Burden of Fire"
This kind of sounds interesting. If we're doing Pathfinder...hmm. I think maybe a half-elf bonded with that picks hexes intended to help deal with *ahem* rogue mages.
speaking of the abjurer, last game I played with an abjurer the DM had allowed the school buff to be spell resistance as oppose to an elemental ward, would this be allowed here? It would fit the abjurer as a more anti-magic caster than having a weak damage resist buff, the amount of SR would be up to the DM but I'd recommend it scale with level. (DM may also impose a channeling requirement if he wants to)
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Thanks to Ceika for my awesome half orc fighter up there. My PBP profile
If i had superpowers. I would go to conventions dressed as myself, and see if i got complimented on my authenticity.
Are we just beginning or have we been in the guild for awhile?
That would depend on the character.
Quote:
Originally Posted by Sleepy Shade
What are the different guilds? You mentioned a few but what are the major ones?
The major guilds are the Red Avengers (bodyguards, warding magic), the Transcendent Order (transformation magic, grafts), the Stargazers (divination magic) and the Wayfarers (teleporting). I'll have a more complete list soon-ish.
Quote:
Originally Posted by Sleepy Shade
what is the history and reputation of the Guild we are joining?
My first idea is that it is a guild that always great once, but had lost prestige and is trying to win it's back into the Mage Council with the new generation of mages.
Quote:
Originally Posted by Burnheart
I'm interested, since you want us to all be in the same guild could you post us descriptions of the different ones? Then perhaps we could vote for which one we're all interested in, unless you have a specific guild in mind for this game. You might also want to edit the thread title to say this is a pathfinder game.
That could be interesting, but my idea was to start with a simple concept of the guild (the one I described before) and work with you guys to fill out the details.
Quote:
Originally Posted by Thundercracker
Where do warlocks fit in?
Warlocks need to register in guilds as well. Warlocks being warlocks, many of them go rogue, though.
Quote:
Originally Posted by tigerusthegreat
Interested...are you intending to allow Tome of Battle, and if so, what would some of the magic-like effects be considered magic for purposes of registration? (I can't see an evoker's guild allowing guys who can use maneuvers that deal fire damage to not be registered, but its your setting)
If you can use supernatural maneuvers, you need to register on a guild as well.
Quote:
Originally Posted by Ghost49X
speaking of the abjurer, last game I played with an abjurer the DM had allowed the school buff to be spell resistance as oppose to an elemental ward, would this be allowed here? It would fit the abjurer as a more anti-magic caster than having a weak damage resist buff, the amount of SR would be up to the DM but I'd recommend it scale with level. (DM may also impose a channeling requirement if he wants to)
That sounds a bit too strong, specially in a magic-heavy game.
Well, it looks like there is enough interest, I'll cook a 16.
Guiding philosophy: To excite and normalize the study, practice, and/or existence of magic in an attempt to enhance productivity and life style of everyone.
Some of the tenets would be:
Increase existence of non harmful magical items.
Increase existence of good and moral magic users.
Increase existence of protective and productive magics.
I would imagine the guilds alignment would be NG or some type of good.
What do you guys think?
Guild.1.
The Savage Bane.
Motto: No Monster too big, no vermin too small, we slay them all.
Description:More of a monster hunters guild than a mage's guild. Has recently attained Guild status.Members are usually very combat oriented.
Guild.2.
Factotum
Motto: Take pride in the contract.
Description:A diverse group that take pride in doing their job well. A reputation of never breaking contracts.
Guild.3.
Joker's Wild
Motto: Be Amazed.
Description: Is often associated with jesters and bards. Members are often found in High society.Members are also known to be unusually lucky and deadly.
Guild.3.
The Hidden Kings
Motto: Everyone has the potential for greatness.
Description:A small guild that has fallen on hard times due to lack of membership. Welcomes everyone and is not discriminant about species. Focuses on developing magic users power.
Guild.4.
The Golden Rat
Motto: Everything a treasure to someone.
Description:A guild that focuses on illusions and recovering treasures from disaster. A very wealthy guild.
Guild.5.
The True Eye
Motto: Magic is fallible.
Description: A group that is known for hunting rogue wizards and outlaws. All members train not only to use magic but to counter and disable spell casters. Joining is a heavily regulated affair and is started by a personal invitation.
I'm think of playing a Half orc witch. Will begin creating once Big 16 are posted.