Bret, what do you think?
In reply to Perrato Viatomagne (msg # 486):
OK, let's flesh folks out a bit.
Item 1: Looks like both Tara and Lauri-Ann took the Outlander background, judging from the additional skill proficiencies of Athletics and Survival. That works for me, and...not to be too homogeneous about things...all of the characters starting in this campaign would have that background. The tool proficiency, a musical instrument, is fine as long as you choose something primitive. Just let me know. Alternatively, you can swap that proficiency out for the herbalism kit proficiency or one of the following artisan tool kit proficiencies: Skin-worker's tools, tinker's tools, woodworker's tools, weaver's tools. Skin-worker's tools gives you a bonus to repair hide, leather, and padded armors; tinker's tools gives you a bonus to repair primitive bone and stone weapons; woodworker's tools allow you a bonus to repair wooden weapons and fashion wooden tools; and weaver's tools allow you a bonus to repair cold weather gear and fashion new cold weather gear and clothing. All bonuses are a flat +2 for these tools, and they generally only last for 10 uses. And just so you know--musical instrument proficiency will play a role in magic, culture, and tribal relations as the campaign moves forward. Again, just let me know.
The Outlander language option will pertain to the various tribal dialects among the Tyomiehet. Based on your human heritage and background, you will have your native language plus two others. You can choose nearby tribal dialects, including one or more of those of the Johka Nub'be (River Men). I'm still working out and mapping nearby dialects, but will have more info soon. You may also choose to swap out the remaining two of your languages for a fairly nominal understanding of one of the dialects of Vesikansa, or a crude trade language used by both the Tyomiehet and Vesikansa and known by your tribe as "gávppaeapmi".
The equipment portion of the Outlander background is not relevant to this campaign, and can be ignored. The Outlander feature pertains, and the rest of the stuff--personality trait, ideal, bond, and flaw--I consider a bit silly and generic. Use 'em if you want to, but they won't have any direct impact on game mechanics.
Starting equipment will be as follows.
For any class other than ranger, fighter or barbarian: simple melee weapon, musical instrument or healer's kit or herbalism kit, spell focus (divine or arcane), cold weather clothing, crude satchel, one (1) old-fire charcoal fragment.
For ranger, fighter or barbarian classes: crude padded or hide armor, simple martial weapon, simple melee weapon, simple ranged weapon, cold weather clothing, crude satchel.
This message was last edited by the GM at 21:42, Sat 23 July 2016.