~<span style="font-weight: bold"> Brief History </span>~<br/><br/>Reoa, Some would call it paradise, Some would call it hell. For nearly six hundred years did the humans and anthro tribes exist peacefully. Every conflict coming to a peaceful conclusion, Every debate in land borders resolved diplomatically. Yet, Peace never lasts. A new age was about to be born, An age of survival, An age of torment and misdeeds, An age of death.<br/><br/>Edmund, Sixteenth king of Rel, The largest kingdom in all of Reoa had unexpectedly passed at the young age of eighteen. Unlike his fathers before him he did not produce an heir to his throne. Confused and baffled at the unexpected events the nobles and local lords debated, Each one claiming and arguing their case for the right of succession. Within less then a years time three major lords had been assassinate without the culprit ever being identified. Paranoid and frightened each remaining noble pointed the finger of blame, Some even at their long time friends and allies. It was only a matter of time before negotiations broke down and nobles started fortifying their lands and start sending soldiers instead of diplomats.<br/><br/>In a mere year after Edmunds death full scale war had broken out between the nobles of Rel.  Caleb, The fourteen ruler of Earldom quickly dominated his surrounding lands. His tactics and leadership seemed unequaled. Unlike the remaining nobles Caleb choose to lead his armies himself, Throwing himself into the fray with his soldiers and generals alike. His bloodlust and swordsmanship crushed all those who opposed him. Defeated soldiers returned home telling of a demon, One that could not be beaten, One that could not me slain, One that could not be stopped. In less then three years Caleb had crushed and destroyed the remaining nobles, Crowning himself king of Rel.<br/><br/>The human war had barely gone noticed to most of the nature loving anthro tribes of southmourne. King Yiemo of the wolf tribe however had watched the conflict with seemingly great interest. His lands border lined with the now destroyed providence of Nulas, The last of the human nobles that had been conquered by Caleb‘s armies. Worried Caleb’s bloodlust had not be quenched and his lands were next he quickly dispatched messengers to the six tribal leaders of southmourne and began fortifying his lands. Caleb’s spies and scouts however had noticed Yiemo’s recent fortifications and increase in troop movements. Mistaking their actions for a preparation for an assault, Caleb received hundreds of reports that Yiemo was planning to invade. Fearing his lands were under threat Caleb had no choice but to declare war.<br/><br/>Leading the first strike himself into Yiemo’s lands Caleb assaulted the recently formed outpost of Lakehaven. Unlike the war with other humans, Caleb couldn’t account for the mysterious energies that seemed to surround each anthro, Their unusual size, Their prowess in battle, Even their magic’s, It was simply unmatched. Even with his brilliant tactics and leadership he was simply unused to the less conventional style of war the anthros possessed. Being soundly defeated and having nothing more then numbers on his side Caleb was forced to retreat from full scale war and begin using less orthodox tactics.<br/><br/><br/><br/><span style="font-weight: bold">~About Plaguelands/Random details~</span><br/><br/>Plague lands is a D&D 3.5 game, Focusing heavily on vore and role playing. I’m going to be using a few homebrewed rules and feats borrowed from Kitts D&D game (With his permission) as well as a good amount of my own. Plaguelands will have tough predators and wondering NPC’s at every turn, Each with their own agenda and own goals. Each NPC killed may very well effect the party negatively or positively in a later encounter.<br/><br/>Experience will be awarded generously. Characters will receive greatly increased exp per encounter as well as hefty bonuses for completion of a mission. Bonus exp will be handed out quite often for good role playing, Good choices, Interactions or even deliciously evil ones. I’d like to see my players growing at a steady pace, Given that forum games move a great deal slower then table tops this will allow players to progress much more quickly.<br/><br/>The elusive boss monsters! There will be quite a few! Most bosses will be created using templates not within D&D and generally have abilities not found in any books. Each boss will likely have a set theme and be given abilities to fit those designs.<br/><br/>Given this is a forum game and each post is a round in combat none of my NPC spell casters will have abilities that paralyze or hold party members as well as no instant death abilities. I don’t wish to stress out my players by expecting them to give a detailed post in a round in which they can do nothing or let them play for a few months only to die to a single unlucky roll. PC’s however are more then welcome to take any hold, Paralyze or even instant death spells.<br/><br/>Posting - I’d like to have everyone posting once every one to three days, If a single player is holding the party back with posting incredibly slowly repeatedly I’ll have to regrettably replace that individual so the game can move on. I do understand that life gets in the way so don’t worry about being kicked from the game unless this is a constant thing. Vacations and the like are fine as long as you inform myself and the party before hand. I could either NPC your character until you return or we could simply wait if it’s a short enough trip. In the event that you have no means of contacting me such as internet outage or something similar I’ll NPC your character after a week for the remainder of the current mission and continue to keep him or her as an NPC for up to a month before replacing.<br/><br/><span style="font-weight: bold">~Characters/Nutrions~</span><br/><br/>Characters will be bought on a 32 point buy system. Characters will have a starting gold amount of 32,000 to buy whatever equipment and nutrions they wish and begin at level 8. More then experienced in surviving hardships and combats alike. Much like magical items most nutrions will not stack. Example you can not have two +2 strength nutrions. You can pick any racial adjustment so long as it's no greater then +4(The reason it's limited to half your current level is because a +6 or +7 racial adjustment will likely die within the first combat, HP will simply be too low). You can pick an elves template but appear as a fox, You can pick a half-giants template but appear as a giant wolf. Characters a pretty free to fit their character to what they wish to do!<br/><br/>The party setting is taking place in a tribal like lands full of anthros and furries with a occasional rare elf/dwarf. I’d like the party to be either an anthro or furry race however this is not a must, I’m fully willing to work with a person on their race, Even allowing half-breeds of a most races, Allowing them to lose a few of their racial adjustments for a reduction in level adjustment. If you really wish to be human I ask that you have at least ears or a tail.<br/><br/>Familiars receive a huge boost, Having an intelligence of at least 10 and are able to speak mentally to their masters. Other familiar boost will be case by case depending on the creature picked as well as how they are portrayed in background stories. Familiars can either be controlled by their masters or I could take direct control of them. If I’m chosen to play them they will be given their own desires and goals, However they will as always remain unquestionably loyal and follow instructions unless mistreated. Classes who have pets are allowed to spend no more then 1000 x their ECL in starting gold on their familiars.<br/><br/>Prey or pred? This is up to the character, You could be an incredibly efficient predator or a delicious tasty treat. However I’m not going to allow people to repeatedly make new characters just so they might be eaten more then once. If you die in my game do to poor choices or even to an unlucky combat I reserve the right to refuse your entry as another persona.<br/><br/>Good or evil? This is purely up to the character. Alignment has always been a very loose term from my perspective in D&D. A lawful good paladin could easily brutally slay a first time thief for a minor offense and still be considered a good lawful person. Good and evil are just perspectives, Some will consider you a hero, Others a villain. Generally alignment will only effect spells and super natural abilities. Characters are free to make choices both good and evil. However one exception is I will not allow members to deliberately betray or screw with the rest of the party members without reason. Given there will only be three starting characters everyone will have to work together to survive.<br/><br/>~Nutrions~<br/><br/>What are nutrions? Nutrions are a new type of magic essence that is carried inside of the user's body. When a creature is digested, the predator gains all nutrions the prey had accumulated, in addition to nutrions for the creature's body.<br/><br/>Starting nutrion prices is the exact same as their counter-part magical items. (Example ring of protection +1 = 2000 gold, Nutrion of protection +1 = 2000 gold) in game prices will however vary given the region and rarity of those able to craft them.<br/><br/>The good side of having nutrions is they cannon be stolen unless you are completely digested and you’ll have them in every situation, Even if you are stripped of all your items. Once a nutrion is inside your body its yours until you are slain. The downside however is that you can not sale a nutrion if you happened upon a better one of the same type, Also the more nutrions you accumulate will make you smell and appear more delicious to other predators, Likely leading to a few hungry or desperate predators seeking to make a meal of you. (It’s a rarity that I’ll throw an encounter at you simply because of how you taste, No more then a thief trying to steal your magical items, Nutrions are meant to be a blessing not a curse)<br/><br/>There are two types of Nutrions, bonus and spell-like. Bonus nutrions are used automatically and provide a bonus to a single roll. Spell-like nutrions require a standard action to activate. Tapping a spell-like nutrion does not provoke an attack of opportunity.