It's pay-what-you-want. Download is here
. Character sheet is linked at the bottom of the page.
Also, I'm going to assume you guys all have Maptool. If not, get it - you'll need it.
As for setup time - it takes me about 15 minutes to get a character put together. Compared to the hour and a half I spent building one for D&D... yeah.
edited 3rd Feb '12 10:17:58 PM by KyleJacobs
Ah.
Also, minor request: If you guys could avoid starting with guns, that would be great. They don't really fit in the setting as it stands right now, except as rarities.
Here's the setup: You guys are, for whatever reason you feel is appropriate, guarding a trade caravan that's just stopped off in a small mountain town. Starts out peaceful, doesn't stay that way, etc. You get the idea. You'll get a better idea of the plot as things progress.
edited 3rd Feb '12 10:38:42 PM by KyleJacobs
Interesting... Any plans on when the meets will happen?
As someone who is very interested in this, how does starting mundane equipment work? Do we just take as much as we want or something?
As far as backstory goes, is it alright to play a gnome pirate (Swashbuckler Rogue) who is embarking on a quest to find the legendary artifact simply known as the Strange Eyepatch?
edited 4th Feb '12 1:15:54 AM by EviIPaladin
"Evii is right though" -Saturn "I didn't know you were a bitch Evii." -Lior ValThe world we'll be playing in is called Sanctum (subject to change), created from a mixture of the breath of the Six Great Wyrms* and presided over by the phoenixes. Eons ago, the Wyrms began to see only the enormous capacity of their creations for cruelty, and eventually chose to destroy Sanctum to rid the universe of the evils that they had wrought. The Phoenixes, however, decided that life had the capacity to be good as well as evil, and that the good was worth preserving. They stood at the head a joint army of humans, elves, dwarves, and halflings, opposing the Wyrms through decades of constant warfare. Sidenote
Eventually, it was discovered that a portal to the void could be opened by the sacrifice of a living avatar of the Phoenixes. Eventually, all six Wyrms were banished from Sanctum, but at a terrible cost. All of the Phoenixes save one were lost in the attempts to push the Wyrms beyond the gates to the void.
So, let's recap:
- The sole remaining Phoenix is functionally a deity, and is given a level of respect appropriate to her position
- The actual story of the war has faded into history
- Orcs and gnomes are heavily discriminated against and largely live in slums. What effect this has on their personality is up to you.
- Elves and dwarves actually get along well, for once. Most dwarves are dedicated to craftsmanship first and foremost, and a competent Elfin warrior using Dwarven weapons to their full potential is considered a point of pride.
- There are still cults here and there that worship the Wyrms - more specifically, the Black Wyrm. Most of the cultists are necromancers who don't understand the true nature of the Wyrm.
- High magic, low tech. You might occasionally find yourself a flintlock rifle, and cannons are somewhat common as part of heavy fortifications, but other than that everything important is pointy.
- Humans are overwhelmingly the most numerous race in Sanctum, and as such, generally have a slight tendency towards xenophobia. This varies almost town-by-town.
- I'll put in the rest when it isn't 4 AM
Necromancer: Personally I'd rather you didn't, since necromancers make up a good percentage of the villains, but if you can come up with a good backstory then go right ahead.
Gnome Pirate Rogue: If you can make it fit, but odds are the poor guy won't find it any time soon. Also, the campaign starts on top of a mountain where you've been escorting a trade caravan, so...
I'm in Eastern Standard Time (GMT-5) and generally have Wednesday and Friday nights reasonably free.
edited 5th Feb '12 10:18:32 AM by KyleJacobs
I'm not sure you actually have room to write them down. Also, the Necromancer track replaces one of your original class tracks unless you go full buy in, and there's no room for a 4th track on the character sheet (although there really should be.) Just make a note under your classes that it's there and keep a copy of the rulebook open.
EDIT:
I'll be keeping a log on Obsidian Portal, so feel free to pop on over there once we get started.
http://www.obsidianportal.com/campaigns/world-in-flames
edited 5th Feb '12 12:51:36 PM by KyleJacobs
You should probably all give this
a look. It's a little guide to the world I'm putting together. It will be updated continuously.

Anyone interested in a Legend campaign? I've been setting one up, but don't really have anyone to play it with.
edited 3rd Feb '12 8:00:58 PM by KyleJacobs