Okay, I'm going to take this to mean that we're all reasonably happy with the groups, and reasonably happy with the rules (if a little frustrated that we couldn't beat feat-bloat).<br/><br/>Character creation will be as follows: 16RP racial points-buy. If you want to play a standard race, look up their RP and add some talents or skills or ability mods to make up to 16RP. Some good suggestions include a +2 boost to any statistic worth 4RP, a freely-chosen feat worth 4RP, or a fixed static feat worth 2RP (this feat must in-principle make sense for all members of your race). If you want to play a centaur or similar, ignore the dedicated centaur option in the race builder (its terrible) and just do something that makes sense.<br/><br/>Languages that will be amongst the most useful include Common, Undercommon, Elven, Drow and Abyssal. Giant, Deep speech, Supernal, Goblin and Draconic are second-tier but still useful. If you have an in-character reason to know the secret Drow Sign Language, that could be good, although it costs two languages to learn it since it is a secret language.<br/>Similarly, the most useful favoured enemies would be Humanoid (elf), Demons, and Undead. Aberrations, Humanoid (giant), Monstrous Humanoid, Magical Beast, Construct, Humanoid (goblin) or Dragon would also not go to waste.<br/><br/>We will be starting at level ten. You will receive a stat-boost (strength, dexterity, constitution, wisdom, intelligence, charisma) every other level, and a feat every level. You will have 62,000gp to spend on equipment. As usual stat-boosting items are banned.<br/>Two vorish traits are allowed, plus an additional vorish trait for every vorish drawback. At these levels non-vorish traits are pretty ineffective, so please choose just one to help solidify your character background. You may swap vorish traits for non-vorish traits but not vice-versa.<br/><br/>I'm going to heavily restrict (bar, really) companions, trained animals, raised undead and so forth, except for a single animal mount, and class features like the druid's animal companion. Both fighting companions and highly-trained crafting companions represent game-balance issues I'm simply not confident of being able to parse. As usual we will not be using initiative but rather play-in-post-order.<br/><br/>We are restarting outside of Eberron with a new plot. The module I'm intending basing this off seems to be broadly following the Forgotten Realms view of drow – i.e. classic drow. You can use either the Golarion deities or the Faerun deities, with the addition of Lolth for the drow:m<a class="postlink" href="http://forgottenrealms.wikia.com/wiki/Lolth">http://forgottenrealms.wikia.com/wiki/Lolth</a>m<br/><br/>I'm thinking of a framing where the surface world is quite feudalistic. Clerical healing is cheap and common, but devouring is responsible for a medieval death rate especial amongst attractively tasty twentysomething adults who are insufficiently cautious for their own good. Monsterous creatures, wild animals, dangerous bandits, and small scale fey, diabolic, demonic or undead incursions are common.<br/><br/>Lordly knights hold lands, which it is their duty to protect, and their perogative to raise taxes and tithes from peasants on their lands, though the details vary from region to region and lord to lord. A centauress-knight's village may tithe – in addition to good and some small amount of currency – three or four attractive young maidens or strapping young men a year. Typically they will be gradually separated from their old lives over a period of years whilst serving her in some capacity, before she eventually devours them. Vore is a widely accepted and powerful technique on the battlefield. Criminals are usually devoured.