Making a Character
From Cult of the Turtle Wiki
Making a character for the Haven Alliance Shattered Earth campaign follows the basic rules of D&D 3.5, within some limitations.
[edit] Race and Background
Most humanoid races are represented in Haven. There are Halfling and Elven villages on Coyn. Dwarves, dark elves, and other subterranean-preferring races live on Minos, as well as taking up the underground boroughs of Haven City. Most of the goblonoids also live under Haven City. Orcs have one of the surface boroughs, and the other two are predominantly human, with smattering of the other typical PHB Races. It's very doubtful you're from Baobab unless you are also a druid, but creative exceptions are always invited.
You'll want a character who has some motivation to become a voting Citizen of the Haven Alliance, someone willing to go into debt, or save money to pay the entry fee. There are several Backgrounds that cover that, as a free starter feat. Everyone should take one. Some are very generic, and I'll want input on who your main patron is, or what guild you're from. This is largely decided for spell casting classes, as Clerics, Wizards, Sorcerers, and Favored Souls must belong to the Caster's Guild, and Druids will belong to the Druid's Guild, other classes will more flexibility. If anyone wants to play a Bard, we might talk about how that could work a little differently.
[edit] Classes
Classes with alignment restrictions must take an allegiance to the restriction. In other words, Monks must take Allegiance: Law, and Paladins must take both Allegiance: Law and Allegiance: Good. Paladins should also think about who or what they are a Paladin of, since the gods are gone. Clerics should think about this too, while they are essentially manipulators of Astral energy, there's a traditional religious component. An Atheist Cleric wouldn't be impossible. Check the Religion section for ideas.
I'm not sure where a Barbarian would fit in, as this is a very small society, which needs a civil structure to survive. I'm interested in ideas, but you'll need to justify it.
[edit] Spell Changes
There's a general page on Magic Rules but ultimately, spells which summon anything from beyond the ethereal or astral plans aren't available. Talking to outsiders doesn't work, so Commune fails, as well as Speak With Dead. These rules could change during the course of play, but suffice it to say for now, that the Caster's Guild of Haven doesn't know how to make it work, so neither do you.

