The World
The world of the Lost Crusade is different from many RPG worlds in several ways. Magic saturates the land and the people. Powerful monsters dominate the wild places, and only the bravest dare travel through uncivilized lands.
A few things to be aware of:
1. Magic is a strange, omnipresent thing. While it usually works pretty consistently, it is not technology. Casting the same spell over and over, or crafting repeatedly causes the local magic to go ... funny. Extreme care is recommended.
4a. Magic items are crafted from magical ingredients. Depending on player interest, I may go more or less into detail, but basically certain herbs, animal parts, gemstones, etc. are inherently magical, and can be used for crafting. In your own lands, most of the places where these items can be found are imperial property (the rest is controlled by dragons, monsters, Fey, and other beings powerful enough to withstand the might of the empire).
2. While plant life, small animals, and domesticated animals are pretty much the same as on earth, large real world animals both predators and prey are essentially non-existent. If you want an animal companion, talk with me about how it might work.
3. There is only one race of intelligent humanoids, humans. However, the rich magic of the land alters some, causing them to gain strange powers and features. Thus, you get the various magic-touched (e.g. fetchlings, ifrit, etc.). They may be the descendants of other magic touched, or have been exposed to powerful magical energies as a young child or before birth. However, they are not from "another plane of existence" nor are they the descendants of genies or other such races. They are also considered to be humans, although in some places their may be discrimination.
4. Speaking of which, do not assume a great wheel cosmology or anything like that. As far as is generally known, there is just one plane, the one everyone lives on. Plane shift doesn't exist, and summon spells create a facsimile of a creature, rather than summoning one from some other place. Other fluff may change as well.
5. Outsiders and elementals are not natives to other planes, they are concepts given a body. Aligned outsiders, like angels and devils, are moral or emotional concepts, like Kindness or Hate. "Summon" and calling spells actually form a being of the desired type, either temporarily or permanently. Other magic can permanently create such creatures as well, which are then free to act on the nature.
6. Character levels and other mechanics are abstractions for the world, however it is undeniable that some people in the world are vastly more powerful than others. As a general rule, a commoner or other non-adventurer reaches levels 2-3 over their life through minor encounters. People who are driven, elite soldiers, etc. may reach level 5-6 by training. A few brave souls risk their lives fighting monsters and warring against one another. Most die, but those who do reach levels 10-14. There are unlikely to be more than a handful of people in the entire world above level 15.
7. Pathfinder alignments are incredibly poorly defined.
Here's what they mean in your religion.
Good means protectiveness and a willingness to sacrifice oneself for others.
Evil means aggressiveness, and a willingness to take what you want regardless of the harm it causes others.
Law means a love of tradition and rigid rules, and an unwillingness to bend those rules to the particular circumstance. However, two lawful characters may come from different traditions and have different rules.
Chaos means a love of freedom and change, and the feeling that each circumstance requires its own unique approach.
Note that "evil" is thus rather poorly named, and your religion teaches that there is value even within evil. Indeed, two of the lesser gods within the religion are considered evil, but their worship is not prohibited.
7a. There are no alignment restrictions on class, except for clerics, and you can never lose class features for changing alignment.
7b. Paladins must create a personal (or organization based) "code of conduct" which if they violate they lose their powers. The one described in the class is an example, and you may create a new one.
This message was last edited by the GM at 02:03, Tue 19 Feb 2019.