
So I've been running a Homebrew game with friend locally for some time now, and we just finished the campaign right before our group went it's separate ways for varying reasons. I really enjoyed running the game however and it was a very fun and interesting concept, and I wanted to try bringing it to Roll20. Heres the problem. Most of the people on here will look at my profile and the first thing you'll notice is that I've had almost no activity but been a member for around two years. I first joined the site a long while back, and frankly I wasn't all that pleased with a number of different incidents that soured the taste of the community. I won't go into it because I'm holding the benefit of the doubt and hoping that those events were just isolated incidents. Long story short, I haven't used Roll 20 for much of anything. Now I've been GMing this particular home brew for almost eight months, and most of the assets I have for it are non digital. I don't wanna scan the maps and things in because they wouldn't really work for this sort of medium. Here's something I've put together as an intro page to the whole thing. Welcome to Genesis, the world that was left behind after wars waged by the ancients unleashed chaotic and destructive forces upon the surface. These energies have long since settled, but the changes wrought remain. The Ancients cities have fallen to ruin, but within there still lives the remnants of humanity. Humans, the descendants of the ancients, have lost all history and knowledge of their past glories. Now forced to live in tribal communities for safety and survival, they are the least powerful denizens of Genesis, though the most numerous by far. Orcs, stronger and more hardy evolutions of the ancients. They rejoice in combat and glory, and their entire culture is shaped by it. Their kind are hated more than most others, for they are constantly raiding and assaulting others. They are not evil, however, merely overfond of war and conquest. Elves on the other hand, avoid conflict as much as possible. They're homes are hidden, and they fly from place to place with speed and agility matched only by those borne of birds. They are secretive and distrusting, even as they are distrusted and feared. Seen as wraiths, and spoken of in whispers or wive's tales, Elves are of nightmares to those not of their kin. Hidden in deeper passages beneath the ancient cities, or found in the countryside under foothills of mountains, or even in the hearts of mountains themselves. The Dwarves hammer and file and dig and mine and work and work and work. Dwarven blood means hearty bodies and strong minds, for a dwarf set to a task is a landslide crushing everything in it's path. Dwarves craft weapons and armor for orcs, build houses and homes for humans, even fashion jewlery for elves. They're a mercantile kind, and fond of people. They don't care where you come from so long as you can drink your fill and spend your coin. In the hearts of the ruins are wonderous devices and ancient technologies, yet recovering these is perilous and dangerous. And also a most enjoyable experience for any gnome worth their stubby ears. Often found living in the ruins of the ancients, the nomadic gnomes delve deep into their homes, running free and flexible through the twisted passages and crumbling buildings. No other race can move as freely and quickly as a gnome can, and when you need to find something shiny and expensive, you want to hire a gnome. But among all these many different peoples, there are none more feared, revered, respected, or hated, than the Sky Dwellers. The most pureblooded of all those descendant of the Ancients, the sky dwellers look human, yet more. They stand taller than their fellows, they are stronger, faster, quicker of mind and hardier of body. Adorned by glyphs and runes, and with eyes of silver, the Sky Dwellers are the children of the most powerful race to exist in Genesis: the Dragons. And while this great stature would seem a blessing to some, to them it is a curse, for they are few and far between, and are seldom welcome among the other races. Into this world you are born, and whether you find glory or destruction, the tale you now tell will be one of true fantasy. The ruleset I intend to use is Pathfinders plain and simple, with a few variations and differences that we used for the homebrew. Most any humanoid race that exists in pathfinders is playable in this homebrew, but the races listed above are the only ones who have ruling factions. Also the Skydwellers are NOT dragonborn specifically, they have their own story and lore that people would have to dig up in game. As it stands though they're a primarily NPC race, though for here I would allow people to play one if they wanted. They get a huge number of bonuses and plusses that other characters do not have, and 80% of the time they're stronger all around then other characters. However their like Liches and necromancers in Golarian, in that EVERYONE dislikes if not outright hates them. So a player who's running a Skydweller character is going to have constant hostility from most NPCs, they're going to get the short end of the stick in most social encounters, and they're just all around treated nice. So people who play skydwellers will be really powerful, but will also be getting no help or handicaps from anyone. That's all I really have at the moment, I'd like some feedback and advice on how to get started, primarily around how to go about building the world on the site, making the maps, and getting NPCs and everything set up for it. Some recommendations on how many people I should let join, as well as anything else that could be helpful would be great as well. Thanks in advance.