Zurai
First Post
Alright, there's plenty of people interested in my "new world" campaign, so here's the recruitment post.
Setting:
The PCs will start in the town of Cuirlen, a small but steadily growing community of farmers, crafters, and hunters. It is generally known that there are other human settlements out there in the world, as there are a few wandering merchants that go from settlement to settlement, but no one in Cuirlen knows where they might be. Beyond a radius of about 15-20 miles from town center, nothing at all is known of the world. Cuirlen itself is situated on prime land: the town is on the edge of a massive forest, near a river which floods annually leaving rich farmlands in its wake, with access to gently rolling hills perfect for grazing cattle, sheep, and horses, and there are even enough surface deposits of copper and tin nearby that the town is able to boast a bronzesmith. The vast majority of the buildings in the area are built entirely of wood, and those nearest the river rest on stilts to prevent the floodwaters from disturbing the occupants. Only the ancient temple - built before the town's founders settled here 50 years ago - is made of stone.
The People:
Cuirlen and the surrounding farmlands are home to about 900 people, all human. The town is ruled by a council of elders, consisting of:
Pantheras the spirit-talker, male age 59
Anakletos the bronzesmith, male age 25
Ambrosia the midwife, female age 48
Phaidros the wizard, male age 45
Mnason the herdsman, male age 49
Kallistrate the huntress, female age 35
and Eriboea the farmer, female age 55
Cuirlen has no militia or town guard, as they have never been attacked by anything that the hunters couldn't repel (hungry predators and the occasional lone monster). What little crime occurs is punished by pillory, manual labor, or exile, depending on the severity of the crime. Because there are no soldiers, armor and weaponry is limited to what is useful for hunting: mainly bows and arrows, spears, and leather armor. Hunters that specialize in especially big or exotic game (Dire Boars are considered a delicacy) might have a suit of bronze ring mail, which would have taken most of a year to make and pay for.
The town itself houses some 700 people, while outlying thorps and hamlets hold the remaining 200 in groups of 20-30 farmers, herders, and hunters. The local farmers and hunters bring in their products every Sunday to the open-air market in Cuirlen proper. Trade in the region consists entirely of barter; as there is neither a central government nor any established trade routes, there is no such thing as money. The market consists mainly of food, clothing, and raw materials; luxuries are restricted mainly to local spice-herbs, alcohol, salt, and exotic meats and furs unless one of the wandering traders is in town. Once every month, Anakletos opens a stall trading and repairing bronze equipment, which is usually busy all day long.
Typical crops are maize and wheat, with a side of potatoes, beans, squash, and cotton. Game is pretty widely varied; everything from deer and other smaller herbivores to bears, boars, crocodiles, monitor lizards, and the dire versions thereof. There are also a variety of fur animals around, especially beavers and foxes.
Religion:
The people of Cuirlen are animists, meaning that they believe that everything has a spirit or soul. The hills, the river, the forest, even individual trees and rocks, and every animal has a essence and a conciousness beyond the obvious. To wrong these spirits is to bring hardship and strife to you and your family, depending on the nature of the spirit. If you offend the river spirit, your field may not be sufficiently flooded next spring; if you fail to give proper obeisance to the spirit of the boar you just killed, its meat may rot and fester before you are able to prepare it for market; if you ignore the forge-spirit, your bronze will be weak and brittle. Continually abusing the spirits will result in greater hardships, and because of the cooperative nature of life in the area, will likely result in exiling the offender to ease the spirits. People exiled for repeated spiritual crimes rarely seem to survive more than a few days in the wild; their corpses often wind up near the town.
Most people are unable to see or interact directly with these spirits. They are guided in rituals and ceremonies by a spirit-talker: a shaman who was born with the blessing of the spirits. Spirit-talkers are recognized at birth, as each has a unique birthmark showing which spirit favors him or her; Pantheras' birthmark is a cat's paw-print on his back between his shoulder blades, for example. Not all spirit-talkers are able to cast spells, and not all spellcasters are spirit-talkers, but the most magically powerful spirit-talkers are held in higher esteem. Any spirit-talker is a cut above the rest of the people, however, because only one who can communicate with the spirits can know how to appease them. No one would dream of insulting a spirit-talker or denying him hearth-right, because to do so is to invite exile and death after the spirit-talkers refuse to tell you the proper rituals to appease local spirits.
Magic:
Few in Cuirlen are able to perform magic. No one can cast any spells higher than 4th level, and there are only three casters able to use any magics above 2nd level - Pantheras and Phaidros of the Council, and Sotera, a young spirit-talker with the favor of the river-spirit. It is commonly believed that Sotera will replace Pantheras on the Council of Elders within a few years' time, and that her magical abilities will continue to grow.
Of the spellcasters in the area, almost 90% are divine casters, and of those nearly 70% are spirit-talkers. The divine spellcasters who are not spirit-talkers are generally healers, midwives, seers, or trackers. Arcane spellcasters are extremely rare; only Phaidros and his four apprentices are known to be arcanists. Arcane magic is considered suspicious by the general populace, but Phaidros is a pleasant old man and has proven the usefulness of his spells more than once, so his seat on the Council is secure. That seat may be re-assigned when he passes away, however.
Surrounding Lands:
Cuirlen sits on top of a steep hill overlooking the Spiritwash River, which runs generally north to south and lies west of town, the Noonshadow forest, which stretches as far as anyone has ever traveled to the north and northeast of town, and a series of gently rolling grassy hills to the south and east. Far to the northwest, a series of mountains (which no one has ever visited) can be seen at the horizon.
The Spiritwash is nearly 1,000 feet across at Cuirlen, and has dozens of creeks, brooks, and tributaries throughout the area. One such tributary circles around the base of the hill on which Cuirlen is built. If one were to follow the river far enough into the Noonshadow forest, they would find that it bends to the northeast. No one has followed the river far enough from that point to find its source. The river winds back and forth as it flows southward, and rumors from some of the wandering merchants say that the river eventually empties out into a body of water so vast no man has ever seen its end.
The Noonshadow forest is vast and ancient, with trees so tall and broad that even at the height of summer only small amounts of light filter through the multiple canopies to reach the forest floor. All kinds of creatures are rumored to live in the forest; giant animals, carnivorous plants, snakes that talk, trees that walk, flying humans the size of a thimble, and any of a hundred other fanciful tales. To date, the most exotic thing anyone has brought back from the forest was a great bear, over twelve feet in height and covered in sharp, bony protrusions, with the head of an owl. The hunters that make their living in the forest are a superstitious lot, and none will go farther than a day's travel into the forest; they say that bad spirits stalk their footsteps.
By contrast, the plains across the Spiritwash and the hills to the south and east of town are bright and tame. There are occasional packs of wolves or great cats, but the people have explored two or three times farther in those directions than northwards into the forest.
Generations:
If a generation's characters all die or retire from play, I will finish out the current plot hooks in prose and advance the timeline (generally between 20 and 50 years, but depending how many generations we get to, there may be over 100 years between some "generations"). At this time, I will take a day or two to update the history of the land and will re-post in this thread the updated timeline. Any players that want to leave the PbP will be able to and new players will be chosen to replace them on a one-for-one basis, with preference given first to players who have played characters in a previous generation, then to people who applied for first-generation characters, then second-generation applicants, and so on. I honestly do not know how many generations we'll be able to cover. This is a brand new experiment as far as I know.
Retirement:
At any time during a generation, any player can choose to retire their character. At retirement, they will provide the DM with a few paragraphs describing how they re-integrate into the community, which the DM will take into consideration when I use them as NPCs and historical figures. The player of a retired PC can make a new character starting at a lower level than the rest of the party, but they will have access to any new feats, races, or classes that the party has discovered during that generation's play. If the entire party decides to retire at once (or some die and the rest decide to retire), the DM will advance the timeline to a new generation and the players will make new 1st level characters with access to any new feats, races, or classes that have been discovered.
Character Creation:
All first generation characters will be Humans. As in, PHB pg12-14 Human. At this point in time, no other races are known to exist in the world (although they do, in fact, exist, and the first generation PCs should uncover at least one of them). Characters must be non-Evil (and preferably not Lawful Stupid, Chaotic Stupid, or True Stupid, either). The first generation characters will start at first level, using one of the following three options (thank you Voadam for this idea):
36 point buy, NPC classes only for the entire progression
30 point buy, classes available as below
24 point buy, gestalt with one side taken up solely with a single NPC class
Available classes are as follows:
Adept
Barbarian
Bard
Commoner
Expert
Fighter
Healer
Marshal
Paladin (greatly altered)
Ranger
Rogue
Scout
Sorceror
Spirit Shaman
Warrior
Wizard
Because of my house rules (as detailed below), all characters are expected to have at least one Craft, Knowledge, or Profession skill at or near max ranks.
I am generally open to feats from any official WotC 3E source, from Paizo (including feats from Pathfinder), and from 3rd party 3E publishers. However, any non-SRD feat will require DM approval (and quite a few SRD feats will require approval as well, such as metamagics and item creation feats). If I reject a feat, I'll work with the player to find something that approximates the flavor they're looking for within acceptable storyline or power considerations.
I will be choosing characters for the first generation entirely on the basis of your backstory. If we end up with a lopsided group (no healers, for example), I'll adjust the situations to suit, or provide NPC assistance. The more rich and detailed your backstory, and the better it fits in with the stuff I've described above, the more likely you are to be selected. I will choose a group of between 4 and 6 characters to be in the first generation party.
I expect players to do their best to completely immerse themselves in the world and roleplay to the best of their ability. I welcome any questions about the world and setting, because A) they help me further develop the world, and B) they help you further develop your character, which helps me further develop the world
All characters are expected to have a profession/role in the area, and are expected to have some goal or destiny they want to fufill.
Posting:
Players will be expected to be able to post 5 days a week, bare minimum. If you cannot commit to this (admittedly fairly stringent) posting requirement, please do not submit a character. I'm happy to make allowances for people that go on vacation, get sick, have pregnant wives (or are pregnant wives, for that matter), etc ... but the expectation will be 5 posts a week. If you can do more, great! I assure you I can keep up
I reserve the right to temporarily NPC a character if the player is very slow to post (more than 2 days waiting for a post) and everyone else is good to go. If one player stops posting completely (more than a week without a post) without letting me know ahead of time, I reserve the right to forcibly retire that character and recruit a replacement.
I realize that these rules are pretty draconian, but it's easier to set the rules strict at first and loosen them up later than vice versa. My goal here is to keep the game running quickly and smoothly with little to no interruption.
Unearthed Arcana Rules in use:
Vitality and Wound Points
Armor as DR
Gestalt Characters (optional)
House Rules:
Skillful - All characters get 2 extra skill points per level. These points must be spent on Craft, Knowledge, or Profession skills only. These bonus parts are multiplied as usual at first level (so 8 skill points useable on Craft, Knowledge, and Profession skills at level 1, and 2 such skill points every subsequent level). In addition, all Craft, Knowledge, and Profession skills are considered class skills for these skill points.
Grounded - All characters get 1 extra bonus feat at first level. This feat must be used for Skill Focus, a +2/+2 skill feat, a Regional feat, or another similar low-power, high-flavor feat. Regional and "other" feats must meet DM approval.
No More Mr. Nice Guy - The Paladin class only vaguely resembles the PHB or Unearthed Arcana versions. General overview of the class - no spellcasting, alignment restricted to the alignment of the god (in this case, spirit) the Paladin follows rather than always LG, "Divine Gifts" similar to Star Wars Saga Edition talent trees. I'll provide more details if someone wants to play one.
Primitive - The most advanced metal in Cuirlen is bronze. As such, I'm adding a few more layers of Damage Reduction. DR heirarchy will be as follows: Adamantine > Steel > Bronze > Iron. In other words, an Adamantine weapon will pierce any DR based on the other materials, but a Bronze weapon will suffer reduced damage against armor that gives DR X/Steel. Bronze armor, in general, gives DR X/Iron. Leather armor depends on the creature used to make it, but is usually DR X/Piercing or Slashing.
Rewarding - You can expect to get a lot of "non-traditional" rewards for good roleplay and for successfully finishing plots. Examples include skill bonuses, bonus feats, and new classes and races available for play.
Time to Rest - You can expect there to be a lot of off-screen "downtime" that you can use to further develop your characters without having to roleplay out every sentence.
Low-Magic - For at least the first generation, magic items will be incredibly rare. Someone might want to take some item creation feats.
You Can Cast What? - Spells Known are subject to DM approval. I'm not going to be draconian about this, but spells such as, for example, Comprehend Languages and Tongues make no sense for a character to know at this time. If such a spell becomes logical in the future, a character will be able to "research" it using the Spell Research rules without paying the XP or Gold cost.
Rule Number One - I reserve the right to add more house rules as I think of / remember them.
Setting:
The PCs will start in the town of Cuirlen, a small but steadily growing community of farmers, crafters, and hunters. It is generally known that there are other human settlements out there in the world, as there are a few wandering merchants that go from settlement to settlement, but no one in Cuirlen knows where they might be. Beyond a radius of about 15-20 miles from town center, nothing at all is known of the world. Cuirlen itself is situated on prime land: the town is on the edge of a massive forest, near a river which floods annually leaving rich farmlands in its wake, with access to gently rolling hills perfect for grazing cattle, sheep, and horses, and there are even enough surface deposits of copper and tin nearby that the town is able to boast a bronzesmith. The vast majority of the buildings in the area are built entirely of wood, and those nearest the river rest on stilts to prevent the floodwaters from disturbing the occupants. Only the ancient temple - built before the town's founders settled here 50 years ago - is made of stone.
The People:
Cuirlen and the surrounding farmlands are home to about 900 people, all human. The town is ruled by a council of elders, consisting of:
Pantheras the spirit-talker, male age 59
Anakletos the bronzesmith, male age 25
Ambrosia the midwife, female age 48
Phaidros the wizard, male age 45
Mnason the herdsman, male age 49
Kallistrate the huntress, female age 35
and Eriboea the farmer, female age 55
Cuirlen has no militia or town guard, as they have never been attacked by anything that the hunters couldn't repel (hungry predators and the occasional lone monster). What little crime occurs is punished by pillory, manual labor, or exile, depending on the severity of the crime. Because there are no soldiers, armor and weaponry is limited to what is useful for hunting: mainly bows and arrows, spears, and leather armor. Hunters that specialize in especially big or exotic game (Dire Boars are considered a delicacy) might have a suit of bronze ring mail, which would have taken most of a year to make and pay for.
The town itself houses some 700 people, while outlying thorps and hamlets hold the remaining 200 in groups of 20-30 farmers, herders, and hunters. The local farmers and hunters bring in their products every Sunday to the open-air market in Cuirlen proper. Trade in the region consists entirely of barter; as there is neither a central government nor any established trade routes, there is no such thing as money. The market consists mainly of food, clothing, and raw materials; luxuries are restricted mainly to local spice-herbs, alcohol, salt, and exotic meats and furs unless one of the wandering traders is in town. Once every month, Anakletos opens a stall trading and repairing bronze equipment, which is usually busy all day long.
Typical crops are maize and wheat, with a side of potatoes, beans, squash, and cotton. Game is pretty widely varied; everything from deer and other smaller herbivores to bears, boars, crocodiles, monitor lizards, and the dire versions thereof. There are also a variety of fur animals around, especially beavers and foxes.
Religion:
The people of Cuirlen are animists, meaning that they believe that everything has a spirit or soul. The hills, the river, the forest, even individual trees and rocks, and every animal has a essence and a conciousness beyond the obvious. To wrong these spirits is to bring hardship and strife to you and your family, depending on the nature of the spirit. If you offend the river spirit, your field may not be sufficiently flooded next spring; if you fail to give proper obeisance to the spirit of the boar you just killed, its meat may rot and fester before you are able to prepare it for market; if you ignore the forge-spirit, your bronze will be weak and brittle. Continually abusing the spirits will result in greater hardships, and because of the cooperative nature of life in the area, will likely result in exiling the offender to ease the spirits. People exiled for repeated spiritual crimes rarely seem to survive more than a few days in the wild; their corpses often wind up near the town.
Most people are unable to see or interact directly with these spirits. They are guided in rituals and ceremonies by a spirit-talker: a shaman who was born with the blessing of the spirits. Spirit-talkers are recognized at birth, as each has a unique birthmark showing which spirit favors him or her; Pantheras' birthmark is a cat's paw-print on his back between his shoulder blades, for example. Not all spirit-talkers are able to cast spells, and not all spellcasters are spirit-talkers, but the most magically powerful spirit-talkers are held in higher esteem. Any spirit-talker is a cut above the rest of the people, however, because only one who can communicate with the spirits can know how to appease them. No one would dream of insulting a spirit-talker or denying him hearth-right, because to do so is to invite exile and death after the spirit-talkers refuse to tell you the proper rituals to appease local spirits.
Magic:
Few in Cuirlen are able to perform magic. No one can cast any spells higher than 4th level, and there are only three casters able to use any magics above 2nd level - Pantheras and Phaidros of the Council, and Sotera, a young spirit-talker with the favor of the river-spirit. It is commonly believed that Sotera will replace Pantheras on the Council of Elders within a few years' time, and that her magical abilities will continue to grow.
Of the spellcasters in the area, almost 90% are divine casters, and of those nearly 70% are spirit-talkers. The divine spellcasters who are not spirit-talkers are generally healers, midwives, seers, or trackers. Arcane spellcasters are extremely rare; only Phaidros and his four apprentices are known to be arcanists. Arcane magic is considered suspicious by the general populace, but Phaidros is a pleasant old man and has proven the usefulness of his spells more than once, so his seat on the Council is secure. That seat may be re-assigned when he passes away, however.
Surrounding Lands:
Cuirlen sits on top of a steep hill overlooking the Spiritwash River, which runs generally north to south and lies west of town, the Noonshadow forest, which stretches as far as anyone has ever traveled to the north and northeast of town, and a series of gently rolling grassy hills to the south and east. Far to the northwest, a series of mountains (which no one has ever visited) can be seen at the horizon.
The Spiritwash is nearly 1,000 feet across at Cuirlen, and has dozens of creeks, brooks, and tributaries throughout the area. One such tributary circles around the base of the hill on which Cuirlen is built. If one were to follow the river far enough into the Noonshadow forest, they would find that it bends to the northeast. No one has followed the river far enough from that point to find its source. The river winds back and forth as it flows southward, and rumors from some of the wandering merchants say that the river eventually empties out into a body of water so vast no man has ever seen its end.
The Noonshadow forest is vast and ancient, with trees so tall and broad that even at the height of summer only small amounts of light filter through the multiple canopies to reach the forest floor. All kinds of creatures are rumored to live in the forest; giant animals, carnivorous plants, snakes that talk, trees that walk, flying humans the size of a thimble, and any of a hundred other fanciful tales. To date, the most exotic thing anyone has brought back from the forest was a great bear, over twelve feet in height and covered in sharp, bony protrusions, with the head of an owl. The hunters that make their living in the forest are a superstitious lot, and none will go farther than a day's travel into the forest; they say that bad spirits stalk their footsteps.
By contrast, the plains across the Spiritwash and the hills to the south and east of town are bright and tame. There are occasional packs of wolves or great cats, but the people have explored two or three times farther in those directions than northwards into the forest.
Generations:
If a generation's characters all die or retire from play, I will finish out the current plot hooks in prose and advance the timeline (generally between 20 and 50 years, but depending how many generations we get to, there may be over 100 years between some "generations"). At this time, I will take a day or two to update the history of the land and will re-post in this thread the updated timeline. Any players that want to leave the PbP will be able to and new players will be chosen to replace them on a one-for-one basis, with preference given first to players who have played characters in a previous generation, then to people who applied for first-generation characters, then second-generation applicants, and so on. I honestly do not know how many generations we'll be able to cover. This is a brand new experiment as far as I know.
Retirement:
At any time during a generation, any player can choose to retire their character. At retirement, they will provide the DM with a few paragraphs describing how they re-integrate into the community, which the DM will take into consideration when I use them as NPCs and historical figures. The player of a retired PC can make a new character starting at a lower level than the rest of the party, but they will have access to any new feats, races, or classes that the party has discovered during that generation's play. If the entire party decides to retire at once (or some die and the rest decide to retire), the DM will advance the timeline to a new generation and the players will make new 1st level characters with access to any new feats, races, or classes that have been discovered.
Character Creation:
All first generation characters will be Humans. As in, PHB pg12-14 Human. At this point in time, no other races are known to exist in the world (although they do, in fact, exist, and the first generation PCs should uncover at least one of them). Characters must be non-Evil (and preferably not Lawful Stupid, Chaotic Stupid, or True Stupid, either). The first generation characters will start at first level, using one of the following three options (thank you Voadam for this idea):
36 point buy, NPC classes only for the entire progression
30 point buy, classes available as below
24 point buy, gestalt with one side taken up solely with a single NPC class
Available classes are as follows:
Adept
Barbarian
Bard
Commoner
Expert
Fighter
Healer
Marshal
Paladin (greatly altered)
Ranger
Rogue
Scout
Sorceror
Spirit Shaman
Warrior
Wizard
Because of my house rules (as detailed below), all characters are expected to have at least one Craft, Knowledge, or Profession skill at or near max ranks.
I am generally open to feats from any official WotC 3E source, from Paizo (including feats from Pathfinder), and from 3rd party 3E publishers. However, any non-SRD feat will require DM approval (and quite a few SRD feats will require approval as well, such as metamagics and item creation feats). If I reject a feat, I'll work with the player to find something that approximates the flavor they're looking for within acceptable storyline or power considerations.
I will be choosing characters for the first generation entirely on the basis of your backstory. If we end up with a lopsided group (no healers, for example), I'll adjust the situations to suit, or provide NPC assistance. The more rich and detailed your backstory, and the better it fits in with the stuff I've described above, the more likely you are to be selected. I will choose a group of between 4 and 6 characters to be in the first generation party.
I expect players to do their best to completely immerse themselves in the world and roleplay to the best of their ability. I welcome any questions about the world and setting, because A) they help me further develop the world, and B) they help you further develop your character, which helps me further develop the world

Posting:
Players will be expected to be able to post 5 days a week, bare minimum. If you cannot commit to this (admittedly fairly stringent) posting requirement, please do not submit a character. I'm happy to make allowances for people that go on vacation, get sick, have pregnant wives (or are pregnant wives, for that matter), etc ... but the expectation will be 5 posts a week. If you can do more, great! I assure you I can keep up

I reserve the right to temporarily NPC a character if the player is very slow to post (more than 2 days waiting for a post) and everyone else is good to go. If one player stops posting completely (more than a week without a post) without letting me know ahead of time, I reserve the right to forcibly retire that character and recruit a replacement.
I realize that these rules are pretty draconian, but it's easier to set the rules strict at first and loosen them up later than vice versa. My goal here is to keep the game running quickly and smoothly with little to no interruption.
Unearthed Arcana Rules in use:
Vitality and Wound Points
Armor as DR
Gestalt Characters (optional)
House Rules:
Skillful - All characters get 2 extra skill points per level. These points must be spent on Craft, Knowledge, or Profession skills only. These bonus parts are multiplied as usual at first level (so 8 skill points useable on Craft, Knowledge, and Profession skills at level 1, and 2 such skill points every subsequent level). In addition, all Craft, Knowledge, and Profession skills are considered class skills for these skill points.
Grounded - All characters get 1 extra bonus feat at first level. This feat must be used for Skill Focus, a +2/+2 skill feat, a Regional feat, or another similar low-power, high-flavor feat. Regional and "other" feats must meet DM approval.
No More Mr. Nice Guy - The Paladin class only vaguely resembles the PHB or Unearthed Arcana versions. General overview of the class - no spellcasting, alignment restricted to the alignment of the god (in this case, spirit) the Paladin follows rather than always LG, "Divine Gifts" similar to Star Wars Saga Edition talent trees. I'll provide more details if someone wants to play one.
Primitive - The most advanced metal in Cuirlen is bronze. As such, I'm adding a few more layers of Damage Reduction. DR heirarchy will be as follows: Adamantine > Steel > Bronze > Iron. In other words, an Adamantine weapon will pierce any DR based on the other materials, but a Bronze weapon will suffer reduced damage against armor that gives DR X/Steel. Bronze armor, in general, gives DR X/Iron. Leather armor depends on the creature used to make it, but is usually DR X/Piercing or Slashing.
Rewarding - You can expect to get a lot of "non-traditional" rewards for good roleplay and for successfully finishing plots. Examples include skill bonuses, bonus feats, and new classes and races available for play.
Time to Rest - You can expect there to be a lot of off-screen "downtime" that you can use to further develop your characters without having to roleplay out every sentence.
Low-Magic - For at least the first generation, magic items will be incredibly rare. Someone might want to take some item creation feats.
You Can Cast What? - Spells Known are subject to DM approval. I'm not going to be draconian about this, but spells such as, for example, Comprehend Languages and Tongues make no sense for a character to know at this time. If such a spell becomes logical in the future, a character will be able to "research" it using the Spell Research rules without paying the XP or Gold cost.
Rule Number One - I reserve the right to add more house rules as I think of / remember them.
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