New Campaign Notes
Character page


All the following is subject to revision, deletion, amendment and appendment. 
Player suggestions are welcome. Changes are in


    This will be a fairly standard campaign setting with two books: One base, one builder book limitation. So we're looking for almost any race as long as it is humanoid and/or native outsider. Aberrations need not apply.  Please see the The Talen Regency Handbook for houserules and general mechanic information.

If you look over the map, you'll see a University for spellcasters and another for melee warriors. If you want a little bit of both, you have to take classes at both universities.

The Set Up

You are going to school. Think of yourself as a college kid. You were in prep school 1 & 2 level, but now you're 3rd and off to learn at the University.
Level 3. In addition to the starting cash you receive with your characters, you also have 3 "graduation presents", all low level magic items. Nothing above 150 gp. These are friends and relations buying these things for you. No One is Rich. All equipment you purchase for your character was given, inherited, found, won, who knows, but only mundane could be purchased by you. There are Merchantile and Heritage or Lineage feats that will give you more, but those you pay for.

Your first and second years as a student at school were to work and learn the basics of the profession you now go to college for. By 3rd level as a freshman, it is expected that you know what profession you're going to be following. It's also expected that you will pay your 'tuition' or you won't get the training that you need (to go up a level). You may even have to get a jobbie job.

In order to move that process along, you need a place of living. We will be rolling up your parental situation. The map is only 6 by 5 miles, but it's miles. And not everyone has a Harry Potter broom. Keep this in mind when determining where you live in relation to where you go to school. Having your own place that you rent and pay for gives you a lot of freedom for sex and beer parties and the headaches that go with them. There are dorms, of course. The nice thing about dorms is they're complete units. That is to say, you have your own room/cell. You get 3 meals a day in a cafeteria. There's someone who does the laundry and while you do have to change your own linen, someone else is cleaning it for you. There's a 'house mother' or 'house father' overseeing sets of units, sexes are separated and for a good reason. And if you really want to rough it, there's the poverty holes where hovels are built. You just move in. Not that they're comfortable, not that they aren't flea ridden with lice and other side effects of dirty mankind, or that half the room is underwater when it rains, but its free.

You should get use to this map. It's alot I know, but it's your home. You've been here all your life. I don't expect you to know every inch, but you will know around  the parental home. Never know when this might be a perk. There are areas where it's unlikely (like the City Hall area) you'll find residential accommodations, but there would be a hotel. You never know where you might find a tavern with rooms or hotel, as the map is far from complete. The Regency is essentially a sociocracy citystate with entertainment, art, culture, landmarks and magic. What this means is that the City Council gets together once or twice a year to discuss planning. They also meet for emergencies (dragon on the northern border, that kind of thing).


We will be using 3.5 rules with point buy system.

Standard Point Buy: All ability scores start at 8. Take 25 points to spread out among all abilities. For ability scores of 14 or lower, you buy additional points on a 1-for-1 basis. For ability scores higher than 14, it costs a little more (see the table below). This method allows for maximum customization, but you should expect each PC to have at least one really good score.

Ability Score Point Costs
Ability Score Point Cost Ability Score Point Cost
9 1 14 6
10 2 15 8
11 3 16 10
12 4 17 13
13 5 18 16

Nonstandard Point Buy: Use the standard point buy method, except that the player has fewer or more points for buying scores, as shown on the table below.

Type of Campaign Points Allowed
Low-powered campaign 15 points
Challenging campaign 22 points
Tougher campaign 28 points
High-powered campaign 32 points
This is what we'll be using
Higher-powered campaign

36 points

Note: Stats may not be shifted below 8 or above 18 (before racial adjustments)
Other Notes

Leadership and Followers in general will not occur until 10th level. At 10th level, you can be free of the universities and embark on your adventurer career. That's when you can get these things (PRCs not withstanding).



There have questions about gods and stuff like that there. For your character development, I am providing this list, but only some of it will be actual character knowledge. You are regionally handicapped unless you come from out of the area. Particular gods were taken from the Players Handbook, Table 3-7, pg. 32. Ancestor worship has their roots in history, but performs the same function in this campaign as they did in the last.

Also available for worship are a plethora of demons. Demon worship is followed by a number of  races, and just because someone worships a demon doesn't make them evil.  However, there are so many demons that for me to list and give each a symbol would be very voluminous and time consuming. However, if you desire such a thing, demons and their symbols are listed in the Fiendish Codex I.

Only Local gods will be accepted. This is pretty much the standard fare. I will consider a different god upon the first condition that it's sphere of influence is not already listed below. The second condition is if a god's sphere of influence relates to other planar or some place or mythos not in existence here (i.e. Norse mythos, Roman mythos, Plane of Mechs), then they are not acceptable. This list will be expanded if needed.

Need a symbol?

1. Ancestors (any): Although this religion doesn't actually have a god, the premise is that in return for your reverence, your ancestors supply you power from the afterlife. Symbols will vary, but they always have a symbol. Select two domains and that's the domains prevalent to your ancestors. Rituals are complete with bell ringing, incense burning, chanting, rising, walking, blessing, etc. are done for everything. (all classes, all races)

Boccob symbol

2. Boccob (N): god of magic, arcane knowledge, balance and foresight (wizards, sorcerers, sages)

Corellon's symbol

3. Corellon Larenthian (C/G): god of elves, magic, music and arts (elves, half-elves, bards)
Ehlonna's symbol 4.  Ehlonna (N/G): goddess of forests, woodlands, flora & fauna, and fertility (Elves, gnomes, half-elves, halflings, rangers, druids)
Erythnul's symbol
5. Erythnul (C/E): god of hate, envy, malice, panic, ugliness and slaughter (Evil fighters, barbarians, rogues)

Fharlanghn's symbol

6. Fharlanghn (N): god of horizons, distance, travel and roads. (Bards, adventurers, merchants)

Evil's symbol

7. Evil: While this isn't a religion par se, it is a designation of intent, in fact, of alignment. This symbol, while not actually denoting a god, does state (if on a building or some object) that the owner, the possessor, etc. is evil and of evil intent (evil humanoids).

Glittergold's symbol

8. Garl Glittergold (?)god of gnomes and gemcutting (gnomes, humanoid gemcutters)

Good's symbol

9.  Good: While this isn't a religion par se, it is a designation of intent, in fact, of alignment. This symbol, while not actually denoting a god, does state (if on a building or some object) that the owner, the possessor, etc. is good and of good intent (good humanoids).


10. Gruumsh (C/E): god of orcs (half-orcs, orcs)
Heironeous' symbol 11. Heironeous (L/G): god of chivalry, justice, honor, war, daring and valor. (Paladins, fighters, monks)
Hextor's symbol 12. Hextor (L/E): god of war, discord, massacres, conflict, fitness and tyranny (Evil fighters, monks)
Kord's symbol 13. Kord (C/G): god of athletics, sports, brawling, strength and courage. (Fighters, barbarians, rogues, athletes)

Lolth's symbol

14.  Lolth (C/E)the Queen of the Demonweb Pits, first spread evil among the elves, leading the drow away from the rest of the elves thousands of years ago. Now she focuses on using the drow to conquer the vast cavern-realms beneath the surface of the earth. She relishes the chance to test her followers by pitting them against each other that the strong may cull out the weak. She appears as a tall, beautiful female drow or a massive black spider with a female drow’s head. She is also the Goddess of Shadow.(drow, evil humanoids)
Moradin's symbol
15. Moradin (L/G): god of dwarves (dwarves)
Nerull's symbol 16. Nerull (N/E): god of death, darkness, murder and the underworld. (Evil necromancers, rogues)


17. Neutral: While this isn't a religion par se, it is a designation of intent, in fact, of alignment. This symbol, while not actually denoting a god, does state (if on a building or some object) that the owner, the possessor, etc. is neutral and of neutral intent (neutral humanoids).
Obad-Hai's symbol 18. Obad-Hai (N): god of nature, freedom, hunting and beasts (Druids, barbarians, rangers)
Olidammara's symbol 19. Olidammara (C/N): god of music, revels, wine, rogues, humor and tricks (Rogues, bards, thieves)

Pelor's symbol

20. Pelor (N/G): god of sun, light, strength and healing. More humans worship Pelor than any other deity. (Rangers, bards)

St. Cuthbert's symbol

21. St. Cuthbert (L/N)god of common sense, wisdom, zeal, honesty, truth and discipline (Fighters, monks, soldiers, paladins)

Wee Jas' symbol

22. Wee Jas (L/N): goddess of magic, death, vanity and law (Wizards, necromancers, sorcerers)

Yondalla's symbol

23. Yondalla (L/G): goddess of halflings

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