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Azeryan

Uploading & Adding Images to Your Content

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One of the best features of the web is the ability to easily integrate images into stories and articles, making them more attractive, immersive, and often more informative.  There are tools for uploading and inserting images into content you create for the Guild Avatar website, and this Help entry is intended to tell you how to do it.  The tools are not particularly intuitive, so a brief tutorial was definitely in order.

A Few Caveats, Provisos, & Quid Pro Quos

The file extensions that are allowed to be uploaded are limited.  Currently these are limited to: jpg jpeg gif png txt html doc xls pdf ppt pps odt ods odp docx xlsx dnd4e.  If you need other extensions added, please let me know.

The maximum file size you can upload is 2MB, and a graphics resolution of 1024x768 for images.  You also have a single user limit of 100MB.  Please keep your uploads to a reasonable level and use smaller and lower resolution images where possible.

Adding Your Own Game Content

Avatar BadgeIf you play in any of the D&D or Pathfinder campaigns managed on this site, you may want to add your own information to the "books" (a set of related web pages with links to one another) that have been set up for them.  The "book" for the Tremon campaign is at http://www.guildavatar.com/pathfinder/tremon, for instance.  That book and most of the pages under it belong to Bear, i.e. he has permission to edit or delete the content on those pages.  If you want to have your own page, you need to add it as a child page of one of the books.  If the page relates to your character, it should be added as a child page of the Characters page, at http://www.guildavatar.com/pathfinder/tremon/characters.  To do this, we'll use the fictitious character Sample as an example.  Go to the Characters page, and click on the 'Add child page' link at the bottom right hand corner, per the screenshot below:

Classes

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This page will be used to group discussion of the differences in character classes for the Azeryani campaign. For the most part, classes will remain unchanged, with multiple world specific feats available to most characters being the largest difference. Paragon Paths and Epic Destinies will also be mostly unchanged, though new ones will most certainly be added.

One case where a class will see quite a bit of alteration is the Cleric. Clerics of the four Azeryani gods will have many more differences than just their Channel Divinity effects. Class Features, and even the base class may be altered significantly. For the most part, the Multi-Class feat system will be used to priests of a specific god to have a different base class from Cleric, but to substitute in specific class features and abilities from the Cleric class associated with their deity. As it stands, I may wait until Divine Power comes out to flesh out this system.

In addition, the Sword Dancer will be a new build option for Monks, unless I find a better existing class to base them on. As Sword Dancers are a critical component to religious ritual in the Empire, the class will see a full work up in these pages.

Fate Points: An Expanded AP System

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Fate Points (FP) will replace the D&D Action Point (AP) system in the Azeryani campaign. Like AP, characters start with one AP at the end of each Extended Rest, gain an additional AP at the end of each Milestone, and can expend one AP to take an extra Standard Action during their turn. Fate Points, however, can be gained and lost in other role-play related interactions throughout a play session, and can be spent for many uses beyond simply gaining another action. Many of the ideas for this system are drawn from the Hero Point systems I devised for all of my previous Rolemaster and story-teller style campaigns, as well as direct lifts from the excellent system of the same name from Spirit of the Century pulp RPG. This system is intended to directly tie roleplaying decisions and justifications to the outcome of mechanics, in a manner mostly absent from D&D's base rules.

Rules

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Currently, I plan to make the following "homebrew" changes to D&D 4th Edition:

Plot

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Lyssara is a troubled city, though in better shape than much of the Empire. The Sea of Sand buffers her from the civil war which grips the rest of Azeryan, but the same isolation which protects her also prevents the Imperial Legions from extending their full protection. The D'Nost family still holds power and trade is as strong as ever. Foreign intrigues, real and imagined, are a constant reality. Nearly every citizen fears an enemy power trying to claim the city through a naval assault, or even a blockade, which would be nearly as good as a seige given that most foodstuffs are imported by sea. Organized crime has always found Lyssara to be a haven well away from Imperial oversight. As civil war has grown worse and the Legion's attentions pulled further away from the port, the crime lords have grown more overtly powerful, with rival "families" corrupted by the growing influence of suddenly revived religious cults, the aforementioned foreign tampering, and alien powers from the depths of the desert. Lyssara thrives, but her security balances on a razor's edge.

Azeryan

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Home page and web portal for Michael Jones' hypothetical 4th edition D&D campaign set in the world of Kele.

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