Character Generation
This game will be set in Korantine Territory, in and around the port city of Thyrta, a place that has a lot of transients, so no need to create Korantine characters if you don't want to. Jekkarene exiles, sailors from Morkesh, (semi-) barbarian Thennalts, Taskan travellers - all possible.
If you don't pick a Korantine character you really should spend some points on Korantine language. Facility in shiphandling, stealth or trade is useful to back up skills with sword and spell.
Stats
Let's go with rolled in order, but pick 2 stats to roll on 2D6+6 in addition to INT and SIZ. If the overall line up is weak I may allow re-rolls for stats under 7. If the rest of the stats are v good, I may not.
Korantine and Taskan characters start with one Dedicted POW (and a Pact skill) already but nothing for it except citizenship.
Cultural Skills
Use the AoT set (see appendix on page 196 and 197 as well as the Taskan one in Chargen chapter) or ask me
Professions
Use the AoT list as guideline for civilised, check back if you want a barbarian, nomad or whatever
Free Skill Points.
Go with 250, however I'd like to see the first 100 of these split among Professional skills.
Magic
Taskan characters are covered in the book - but note for all characters outside of your home territory you won't often find appropriate temples and sites to gain or recover Divine Magic and Gifts or blessings. So Divine Magic in particular will need to be husbanded, unless you also bring Sanctify and Worship spells with you.
Sorcery and Spirit Magic is obviously more portable. Note rules for extended duration sorcery. D4+1 'useful spells' for a starting character with a proper sorcery grimoire, plus a couple of extras (worship, sanctify, abjure (something immoral) etc) if it's a family grimoire or similar.
Korantine and Thennalt Characters may have some Common Magic, so if you go this route I will provide some parameters.
Sheng (horse nomad) characters can have some specialised Common Magic and 'wards' of their own, I have the rules for this drafted for the new AoT book, and can advise if you want one of these types.
Starting Money and Equipment as per the AoT book in general, but may not be in cash - let's discuss when we know peoples' background. Also I have alternative pricing for weapons and equipment, which are generally MUCH cheaper than Legend RAW.
NB 1 korantine guilder = 2 Taskeens or 2 Dinars (Assabia) = 1 Sharranketan Dinar. You can buy Korantine or Sharranketan currency - which is useable as bullion at a 5% commission when converting from other types
This message was last edited by the GM at 09:41, Tue 15 May 2012.