Roll20 uses cookies to improve your experience on our site. Cookies enable you to enjoy certain features, social sharing functionality, and tailor message and display ads to your interests on our site and others. They also help us understand how our site is being used. By continuing to use our site, you consent to our use of cookies. Update your cookie preferences .
×
Create a free account

Checking Intrest for a Homebrew Arabian Nights themed Campaign/ Pathfinder Ruleset with some 3PP

Amasoo - The Argent Eye, The Warden of the Afterlife, The Jackal Father, The Midnight Archmage: Amasooo is the fraternal twin brother of Senketnep and the adopted son of Ahrufar. Upon the birth of him and his sister to K'aath the Nightmare Queen, she attempted to devour them to steal their divine essence. Ahrufar on one of his many journeys to forever slay the foul creature, stumbled on her after she had given birth and was about to devour her young. Ahrufar had this one chance after many frays and battles with the demoness to forever destroy her. She was weak from child birth and would hide herself away if let loose. Having compassion in his heart he stood between her and the infant godlings, giving her this one chance to flee if she would leave the young ones in his care. To weak to fight back and facing no other options, K'aath fled. Adopting them into his own family and raising away from his five other children who had succumbed to the sins of man, Ahrufar at last had children who became paragons of the virtues he extoled. Standing on the left hand of Ahrufar, Amasoo became the Judge of the dead, forever studying the laws of his adoptive father and the laws of the cosmos. Perhaps a trait he inherited from his birth mother, Amasoo was always more alive at night, watching over the mortal world through the moon to judge the actions wrought by mortals in the dark when they thought no-one was watching. In relation to the other deities Amasoo has made few friends, he enjoys an almost business-like relationship with his adoptive brother Ahneus as both believe in upholding the laws that keep civilization intact and flourishing. He acknowledges Jekateus in his support of a rulers right to create new laws based on the need of society but cares not for his over zealous view that those ruling have more if not a greater right to enjoy life and the afterlife despite the harm done to those beneath them. Amasoo has had a rivalry with his sister Senketnep on the nature of justice and mercy, insisting that a man is free to change his life for the better but he must accept the punishment of his prior actions, this rivalry manifest strongest between his children the Jackalfolk and hers the catfolk. His adoptive sister Vihainen argues with him that legal justice is not enough, that one must make justice their own and crush the offenders with vengence. He is the most bitter of enemies with Ahriman for his hatred of all that mortals have created, Set and Xylin for their sins of creating undead, Iblis for trying to blaspheme and undermine all that his adoptive father has done, and of course his birth mother the Nightmare Queen K'aath. Amasoo is the father of the Jackalfolk (Ramasabi) race, as his children they emulate him almost like no other race on Randasha. Like him they extol a strict and disciplined lifestyle, most ramasab kingdoms maintain a strong military to help ingrain these fundamentals into the next generation. Being descended from the deity of magic, ramasabi boast more mages than any other race save humans. Other races view the ramasabi as one of the most annoyingly stubborn races to deal with. Once a ramasabi makes up his mind in a debate there is almost nothing that will change his mind, you may as well be telling a wall that it is in your way. Being more than a little isolationist the ramasabi usually come across as being extremely uptight, racist, and offensive without ever realizing it. Aside from trade and the occasional adventurer they are rarely seen outside of their home nations of Sakaali and Koira. Well time for reviews and don't beat around the bush, be honest if it needs more work then let me know. I'll get the other one posted here tonight after I get off work (your early morning for those of you in EST)
I do want to know more about the jackal race when you have time. And I'm going to ask the difficult question-how are you going to select out of the large pool of those interested who is actually allowed to join the campaign?
Yeah, would enjoy knowing about them as well. Knowing about all the options before making a character is usually best, though certainly have a few ideas bouncing about. And, hopefully just deciding the time narrows the crowd enough. Always a shame to tell people can't play if they seem like they'd be fun. Especially for a really neat campaign idea.
Seems like you've already got plenty of interest in the campaign already, but thought I'd throw my name in the mix anyway. I really like the campaign setting and would love to be a part of it if everything works out. I'm relatively new to Pathfinder (1.5 campaigns under my belt) and RPGs in general but I can't get enough of this stuff. I've got all kinds of ideas for characters right now. I think this setting really opens the door to all kinds of unique characters that you just can't do in other campaigns. I didn't see any set roster for the group but I'll try not to get my hopes up just in case.
Khaliman >> I'm not sure what other people are playing, but my character is a half-djinn whose powers focus on warping time. Still sorta hashing out the specifics with the DM, but she'll be something dex-focused and debuffy/damaging.
1432037455

Edited 1433053241
The invitations to those who have been invited to play will be PMed here shortly. To those not picked I am sorry, if I had the time and was in a more reasonable time zone I would host two adventures just to include everyone, but fear not, this will not be my last Randasha Campaign, if this is as successful as I hope it to be then there will be many more of these adventures in the future, keep a weather eye out for them. To all who are curious about my homebrew race the Jackalfold (Ramasabi), this is them in a nut shell Ramasabi (Jackalfolk) Ramasabi (Ramasab, mono) are a race of anthropomorphic jackals. Ramasabi are an extremely zealous and militaristic race who almost without variation worship the Deity Amasoo, a god of protection, magic, the moon, and the dead. Intelligent, clever, and xenophobic, the ramasabi are famous for the mages and clerics their culture produces, but infamous in their attitude for their stubbornness and demeanor towards other races. Fierce protectors of the living and the dead, the creation of undead is perhaps the single most heinous crime among ramasabi, necromancers and all others who practice this art are usually the first to die when a ramasab is encountered. Type : Humanoid (Jackalfolk) Ramasabi have a base speed of 30 feet. Ramasabi have hardy bodies to match the arid wastes they call home, they prize keen and strategic minds among their own kind and take great pains to ensure their young learn from the best teachers and scholars available. Even amongst the social outcasts of their race, ramasabi prove to be amongst the most stubborn of races once their mind is set, they make for some of the most stalwart and loyal companions, or some of the most persistent of adversaries. Ramasabi get a +2 bonus to Intelligence and Constitution, and take a -2 penalty to charisma. Xenophobic : Aside from traders and diplomats not many find reasons to visit the kingdoms of Sakaali and Koira. Ever sticklers for protocol, being dealt third or even fourth hand information regarding other races, and rarely feeling the need to explain themselves to outsiders, they are seen by many to be overtly racist and offensive without ever realizing otherwise. Randasha start speaking only Shanbali (either northern if they hail from Sakaali or southern if they are from Koira). Those with a high intelligence score may select the following bonus languages: Common, Ancient Kemetti, Ignan, and Aquan. Desert Runner : Taught and trained from a young age in the art of desert warfare, ramasabi receive a +4 racial bonus on Constitution checks and Fortitude saves to avoid fatigue and exhaustion, as well as any other ill effects from running, forced marches, starvation, thirst, and hot or cold environments. Stubborn : To say that ramasabi are stubborn is the same as saying that water is wet. Attempting to argue or sway them to reason leaves most attempties with grueling headaches if not bite marks and bruises as many such debates break down. Trying to bargain for better better prices is usually met with cold stares and warning growls unless the bargain falls in their favor. The only foolproof way to remove a ramasab that is in your way is to physically move him. Ramasabi gain a +2 racial bonus on Will saving throws to resist spells and spell-like abilities of the enchantment (charm) and enchantment (compulsion) subschools. If a ramasab fails such a save, it receives another save 1 round later to prematurely end the effect (assuming the spell or spell-like ability has a duration greater than 1 round). This second save is made at the same DC as the first. If the ramasab has a similar ability from another source (such as a rogue’s slippery mind class feature), it can only use one of these abilities per round, but can try the other on the second round if the first reroll ability fails. Ancient Foe : Ramasabi gain a +2 dodge bonus to AC and a +2 racial bonus on combat maneuver checks made to grapple undead. Ramasabi have hunted undead at the behest of their god Amasoo since they were first brought about by the dark gods and the follies of mortals. Bite : Ramasabi have a natural bite attack that deals 1d4. The bite is a primary attack, or a secondary attack if they are wielding manufactured weapons. Hatred : Prerequisites: Due to misconceptions and stereotypes thrust upon them from early childhood ramasabi reserve the blunt of their anger and racism toward catfolk, genie-kin, mostly ifrits and undine for their many wars with them, and for some near unexplainable distrust of Catfolk. Ramasabi gain a +1 racial bonus on attack rolls against these races. Low-Light Vision : Ramasabi can see twice as far as a race with normal vision in conditions of dim light. Scent : Ramasabi make for some of the best and most persistent trackers. It take much to make them give up the chase when they are hunting their quarry. Ramasabi gain the scent ability (Bestiary 304). Recent History : The ramasabi empire of Sakaali has been split for near 500 years. During a fifty year war with a an archmage of a nearby kingdom of undine summoned an army of dark djinn. The vile djinn ripped through and nearly destroyed the country, after slaying the Pharaoh and his immediate family the kingdom began to split as the war was fought in the heart of the country. Using their own mages the dark djinn were eventually bound and imprisoned, the undine archmage responsible for the terror wrought upon the Sakaali was found to have died of old age ten years before the conclusion of the war with his last great command being to ravage their kingdom. With the scattered remains of their empire, the lesser houses of al’ Anahi and Tappaa Kuolema rebuilt the empire with the understanding that when the empire had recovered that house Tappaa Kuolema would rule as their claim to the throne was the strongest. Over the course of the next seventy five years, house al’ Anahi was able through trade to secure and create a kingdom whose wealth rivaled that of the empire at it’s prime and soon began to feel no need to submit their rule. The Tappaa Kuolema family refusing to move their seat of power soon had their slowly growing kingdom backed into a corner as al’ Anahi spread their kingdom in all directions, leaving little room for their own country to grow. The Pharaohs of Tappaa Kuolema claim rulership of the kingdom they called Koira (the realm of traitorous dogs), but it is in name only as the Shaw’s of Koira have never once paid fealty to the rulers of Sakaali. Shaw Marwan al’ Anahi has been ruling Koira for the last forty years and view the young Pharaoh Mennehi as nothing more than a fly buzzing near his head, waiting to be squashed when he deems fit. Pharaoh Mennehi Tappaa kuolema seeks more so that his forebears to finish the work of his forefathers and annex Koira into his control. Whether or not this will result in war is anyones guess. Society : Whether or not it is believed by outsiders there are great differences between the ramasabi of Koira and Sakaali. Ramasabi from Koira have been deemed more approachable and easier to deal with if such a thing can be believed. Exposure to trade has given them a broader view of the outside world. Not enough to change their inherent stubbornness, but enough to make them somewhat friendly to outsiders. Ramasabi from Sakaali are considered to be amongst the most unbearable creatures in existence, to be around one for long periods of time is considered a form of torture by both southern ramasabi and outsiders. They take the worst of ramasabi traits of stubbornness and pride and magnify them to new heights, taking offence where none was offered and being stubborn and prideful to the point that some think that not even the gods could sway them to action. The greatest redeeming fact of a northern ramasabi is that they train some of the greatest stone masons, architects, and sculptors in the world. Anything built by a northern architect is guaranteed to last the ages, and any palace, castle, or fort can last through many sieges. Given that the country of Sakaali is primarily within the mountains they supply the very stone they use for their projects for those willing to pay very steep prices.
What are the Nagaji like in Randasha? Is there a specific reason you went with them over regular lizardfolk?
First I chose them mostly to because the continent of Pascima from which they are primarily from is based on India, many hindu legends and art deal with snakes but I have never seen one depicting a lizard, serpentfolk might seem a bit more thematically appropriate given that logic but are far to overpowered to even be considered for a player race, that sent my quest for a good ophidian race to the nagaji and the vishkanya. On one hand you have the nagaji being enormous and strong so my thoughts came to them being constrictors and the vishkanya being smaller and so poisonous their spilt blood can be used as a weapon to account for venomous snakes. I decided to use both in one society with mages, clerics, diplomats, and other occupations which require fine detail to mostly be manned by the vishkanya and the more martial classes to be headed by the nagaji. This is the standard of their society based on how they are built but not an iron clad rule as occasionally a nagaji have show great prowess in delicate matters and a vishkanya will lead the charge for an army. Second I want to give nagaji and the vishkanya a chance to shine. Over the many pathfinder products I have read very few even reference the nagaji and their culture, as far as I can tell the vishkanya are only referenced once in the entirety of paizo products and that's in bestiary 3, I have never read hide nor hair of where they originate in the golarion setting (if there are please tell me, I'd love to learn more). Third I can't stand needless repetition and while I do enjoy using them from time to time, lizardfolk have been done again and again and again.....it's enough to irk me that their position never changes, it's always a tribe in a swamp or a tribe in a ziggurat in a swamp. Every time I see it I want to shout at the author to use their imagination and create something different. The hierarchy and social ladders of Pascima are Mugali/ Rajput based, as their lands are not particularly numerous the ophidian races are ruled by a raja instead of a maharaja. As many nagaji do many of the same tasks as upper class humans they treat them with enough respect as long as a higher degree of respect is first given for the nagaji hold a higher place in society, they show the other beast men of Pascima the same respect as they are on the same social ladder. Vishkanya are typically near or at the top tend to treat humans or near humans as though they were poorly educated servants (many of them are just that) at best and with vile distain at worst. Needless to say a if two snakemen of any type get into a scuffle and a human is present, the human odds are will take the blame and the punishment.
That was sort of my thinking, though. Lizardfolk taken out of the swamps and put into a more desert environment would be a nice change. Maybe replacing their swim speed with a climb speed or some other environmental bonus. It's not like real deserts have any shortage of lizards.
I might make them available later on, I'm sure I can't find a good nitch for them that doesn't involve tribes, ziggurats, or swamps. But we'll play with other listed races for the time being
1432302066

Edited 1432302249
Well getting it put up took much more time than I though it would but the Voice of the Desert is on the Pantheon page, let me know what you think of it. And before I even think about slacking off I'm putting out the second deity poll for the profiles you want to see. Same rules as last time, post your top three and rate them from 1-10, the highest two or three in the case of a tie get posted. If it does not have a rating then it will automatically be a 5 in regards to scores. I've got a four day weekend here so I should be able to pull off two deities back to back this time around.
The Woman in White (10) Ahrufar (7) Ah-Ru'ya (8)
Nergal (8), The Woman in White (9), Vihainen (8)
Sylphs~
Not many votes this time around but the winners here are the Woman in White, and this is a hard one. We've got a three way tie between Ah-ru'ya,Nergal, and Vihainen. I think I'll break tradition this time and do Ahrufar along with the Woman in White. I wanted to do these to as a pair anyway seeing as they are a married couple.
Sounds good, I would've voted those two anyway.