I attempted this game on E once before... some lessons learned, I'm ready to try it again.<br/><br/>Rules, classes, spells, equipment, and feats will be limited to those collected and included in d20pfsrd.com<br/>character creation is 32-point buy, level 3, base wealth.<br/>Try to make your character fantasy-believable.<br/>As DM, I may rule against the rules... this is not a player vs. dm competition game.  While I'm in 'control' of the NPCs, settings, and world, I expect players to contribute effort to making it good.  It is a story we're telling together.  Add sensory detail to your post.  You don't have to write multiple paragraphs, but try to enhance each scene,<br/><br/>Background:<br/>The intrepid explorers who first managed to find a route across the storm-prone, kraken-filled, and expansive Ktharan ocean to New Hadrius found that the coasts of "The Smoking Coast" were impossible to land; the shore seemed uniformly composed of constantly shifting volcanic rock, the evaporation bringing constant rain, the fissures spewing sulfurous smoke, and the porous black cliffs bubbling and crumbling as fast as they formed.  But newborn islands-- a chain of them here, a solitary sentinel there-- provided stepping stones to this harsh land, and although the total trip is a total of about 5,000 miles across the ocean from Hadrius, enough islands have been populated and subjugated en route to make colonization, at last, feasible.<br/><br/>One hundred years ago, an intrepid explorer named Quinza set out from the Hadrius colony of Gomma and sailed the coast south with three ships-- after two ships were lost (one smashed on the rocks, one incinerated by ignited volcanic gasses), the crew managed to reach inhabitable land and, finally, plant the flag of Hadrius on the black sands of this land.  Thick with swamps and marshes, riddled with emerged sea-caves and tar-pits, the land is home to volcanic hot springs, inland lakes, and tropical jungles.  It is hot there all year, the storm season has seen up to three hurricanes a year, and the land is much too harsh for many breeds of livestock.... but in this age of tenuous empires, Fort Quinza is a gem; strategically located on the rim of a cape, this fort enables utter control of the inland salt-water rivers that, one day, may be the main shipping line for resources claimed in this wild land.<br/><br/>Currently, there is little industry in Quinza.  Oil is processed and shipped from there, but at the cost, this flammable pitch is barely worth investing in.  Exotic birds fetch a great deal of fashionable interest, as do the pelts of jungle mammals and reptiles.  The black sand, strange shells, and obsidian of its beaches makes for curiosities for wealthy main-landers.  Rice plantations exist near the rare freshwater lakes.  The ports are stolid enough for fishermen.  But the most attention comes from a single diamond mine-- surely, with all the volcanic activity there must be more, and every gem mined is shipped back to Hadrius for a dangerous route fraught with piracy and natural dangers. Settlers have been rumored to disappear without a trace, as if the jungle itself had swallowed them.  Living and dead samples of primitive native species have been recovered; these include: kobolds, goblins, trolls, jungle giants, and a halfling tribe calling itself the 'Kik-Tez'.  So far, no unified contingent of these latter have been found, with only a few 'Kik-Tez' who seem more fascinated by their captors' study than upset at having been taken from their people.  Explorers have reported seeing elves, halflings, and giants in the jungle, but these claims remain to be proven.<br/><br/>Your character lives in or near the city of Quinza.  You might be a slave, a missionary, a mercenary, a hired thug, an explorer, a recluse, a convict, a reluctant son or daughter, a desperate business owner, a royal dispatch, or even one of the rare natives,  We won't start as a 'party' but we will determine, before gameplay begins, how the characters will come to know each other.