Quick Setting Primer and Character Creation
SETTING PRIMER
There are no active gods. Religion is pantheonic. Kin mark rites, make sacrifices, and pray to myriad appropriate gods. Going on a sea voyage? You burn incense and sacrifice a fish to the sea god. Harvest time coming? You pour out libations and do ritual dances all night long for the harvest god. And so on.
Gods and pantheons tend to be locally named and venerated in different ways in different places. There are cults dedicated to single gods - but any such cults found out are typically viewed as weird and creepy.
Eons ago, the Ancients bred and magically created all the kin on this world: Cat People, Dwarf, Elf, Frog People, Goblin, Halfling, Hobgoblin, Human, Karkion, Lizard People, Ogre, and Orc. Sages say each kin was created for a different purpose. What those might have been are lost to the annals of time.
Kin don't hold animosity as a group, to other kin. All Elf do not hate all Frog People. A given Elf might hate all Frog People - but that's just that one Elf being a jerk. Groups, clans, gangs, towns, and cities of kin tend to be mixed. Kin are broadly speaking sexually compatible, but they breed true. That is, if a Human and a Dwarf mate, their offspring will either be Human or Dwarf.
The world has two primary continents. One, the western continent, is dominated by a 1,000+ year old Empire. The Empire is currently ruled by the Scarlet Empress - so called because there are persistent rumors she and her closest advisors practice a profane and dangerous form of blood magic. No one dares call her the Scarlet Empress to her face. The Empire is in a slow decline, though most citizens of the Empire don't yet know it.
The other, eastern continent, is dotted with feudal kingdoms, earldoms, satrapies, and the like. The borders are fluid. Wars for land are frequent. Rulers come and go quickly, and violently.
Set between these two continents, and a bit south of them, is the Diasporadives. An independent archipelago. Sages say these islands are the remains of yet a third continent. But who can really say?
The Diasporadives are fiercely independent. The islands are dotted with coves, inlets, harbors, and sea coves that are home to all manner of pirates. The towns and villages are mostly independent, hardscrabble, populated by kin with grit in their sandpaper.
There's one major port - the city state of Meeros. It's a democracy, with citizenship, voting rights, and elected town council, magistrates, and a mayor. The politics are freewheeling and often bareknuckle. But the people view themselves as free.
The town and villages view themselves as citizens of Meeros. Meeros doesn't always return that favor, but sometimes it does. It depends which political faction is in power in Meeros, really.
Meeros is a thriving port. Its primary economy is based on shipping between the two continents, and among major ports of the Empire. It's a good waystation for many major trade routes. A lot of the business comes from merchants and petty lordings and even the occasionally Imperial Prelate willing to pay protection money to guarantee no pirates will pillage a given cargo.
And the pirates? They view themselves as truly free. Citizens of no polity, and beholden to no rulers.
Our stories will be set in the Diasporadives.
CHARACTER CREATION
We'll be following the steps in the book, with one exception. I'm not overly found of random character generation.
We'll be using a default array for attributes: 17, 15, 13, 11, 10, 8 arranged as you like.
If you're desperate to try random character generation, be my guest. Once you make that decision, you are committed to taking either the first set of stats you roll (roll 4D6, drop the lowest die, six times, and arrange them to taste), or if you hate those, you'll take the array listed above.
Available kin are: Cat People, Dwarf, Elf, Frog People, Goblin, Halfling, Hobgoblin, Human, Karkion, Lizard People, Mallard, Ogre, Orc, Satyr, Wolfkin. I can provide relevant details on any of these, if asked.
Available professions are: Artisan, Bard, Fighter, Hunter, Knight, Mage, Mariner, Merchant, Scholar, and Thief.
Note: I will be using the optional rule that allows a character to have a starting Heroic Ability other than the recommended choice for their profession. Note, the only exception to this is magic. If you want to start the game knowing magic, you need to take the Mage profession.
This message was last edited by the GM at 16:49, Fri 26 July.