Before you decided to create a character and join up, please read at least the pages on creation, the afterlife,
the RULES and the culture which you want to use for your character. I would prefer that you read all the pages though.
If you are going to use Kethol or Get, you should read both of these files, since they are at war. If you want to use
the Tarabethian Islands, be aware that they are a contested area between Get, Odeland and the native inhabitants of these
Islands. Here is a list of the cultures and what Earth culture they KIND OF resemble. Do not make the mistake
of thinking they are this culture! This is just to tell you where to look to find a culture you might like reading and
creating a character for. I will just use a list of key words. You need familiarity with one of these cultures.
If you do not read them all, then please make your character such that she would not be familiar with any world but her own.
A good example of this is a peasant who has never travelled more than a day from her village center. Empire of
Get- Islamic, Medievel Europe, Male Dominated, Slave State, Militaristic, Reject Mother Goddess, Monotheistic, Hates Odeland United
Kingdoms of Kethol- Democratic, Asian, At Peace, Educated, Inovation, Ancestor Worship Odeland- Medievel Europe, Female
Dominated, Sacrificed Goddess, Carneval, Sea Traders, Hates Get Parkik- Celtic, Mother Goddess, Animal Totem, Berserkers,
Female Druids, Blood Rites Tarabethia Islands- Hawaiian, Peaceful, Oppressed, Youth Training For Rebellion Forest of
Emdoor- Rugged, Hunters, Circle Of Life, Trolgs (Trolls), Snow, Tribes Tar Mountains- Frozen, Goblyns, Tribes, Human Appearence
(though green)
You may not bring in a character from another game. The character must be native to this campaign world.
If you leave, I would appreciate retaining the right to use the character as an NPC to maintain story continuity, until I
find a logical way to write them out. If you could stay long enough to write them out yourself, it would be appreciated. Even
though I created reasonable complete cultural files, these files are not nearly complex enough to reflect a real society.
A real society has many social groups and sub-classes. I made no mention of tinker or Rom type peoples, but they may
exist. I did not discuss guilds much, so they are open to interpretation. Use your creative mind to come up with
something original.
I tried to give enough information to give a feel for the cultures, without making them so well defined that there was
no freedom in character creation. I did not over specify some aspects of religion and politics, because I want the players
to have room to improvise. When making a character, remember that the strongest, most skillful characters are
not always the most interesting. A character that rings true will have faults and problems. They will have room
to grow. They will have a past that comes back to haunt them. They may have psychological problems as well.
I am not asking that all characters be dark, brooding mental patients, with secrets in their pasts and totally impractical
skills. I am just asking that characters be realistic. We all have our hang-ups and our secret shames. We
all have had our sorrows and troubles. We all have our weaknesses
When creating a magic using character, keep in mind that this campaign world is a low magic world. Most magic will
require extensive rituals. Pray can give more immediate results, but is at the whim of the deity being petitioned.
This is not AD&D and you will not be hurtling fireballs and such with-in sixty seconds. There are few true
magic items. There are some holy relics out there (Earth examples- splinters from the cross of Christ or the bones of
a saint and such items as Excalibur), but they are not just created by any magician. They are sacred and special items
that carry responsibility and a touch of the divine or of evil. Your character will NOT own one of these off the bat,
unless I tell you differently or you convince me. A character with skills in ritual and with the right concept might
have minor ancestral items.
You can be whom you want, but I already know who most of the top government officials are. You will probably not
be allowed to start as a prince, unless you were in exile or had no knowledge of who you were, or some other cliché.
You might be a royal bastard though. It is more important to create an interesting character that you will enjoy writing
for than it is to find an excuse to make them a royal.
CHARACTER SHEET (This goes under "private stuff and backgrounds")
Name: Gender: Sexuality: Age: (Your character must be eighteen years or older) Nationality/Race: Pets/Familiars/Mounts: Appearance: Profession: Secondary
Skills: (limit this to one or two) Languages Spoken: (Put an asterix next to any language for which you
are literate- see below for linguistic information) Personality: Religion and Values: Personal
History: (Where is she from? Who nurtured her? Who is in her family? Who does she know? What
in her past made her the way she is today? Who are her oldest and most trusted friends? Who is the most important
person she knows? Who does she owe favors to or who owes favors to her? Who are her enemies? What do you
own and where did it come from? There are many other questions to answer. These are just example questions to
help spark your imagination.)
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Languages
The language of Get and Odeland are very similar, but not identical. Both Odeland and Get use the same alphabet.
It is a picture-based alphabet that requires years to learn. The Gobyn tribes have a distinct language that is
spoken somewhat differently from tribe to tribe. It is a reasonable sophisticated language for such a primitive people. Parkik
is very different from them. Different clans have different dialects, but they also have a common set of words that
are a language in and of themselves. There is no written language for the Parkik languages, but they have a tremendous
oral tradition. Tarabethian is a separate language. They have a form of writing that is done with notches
carved into slender clay sticks. The tribes of Emdoor speak a language that is very similar to Parkik.
They to have no written language, but have a good oral tradition. Their neighbors the Trolgs have a primitive
language of about five hundred words that uses a combination of spoken words and hand gestures. Northern and
Southern Kethol are totally different languages, though they share a few words. They both use a twenty-letter
phonetic alphabet. Northern Kethol is spoken at court across the United Kingdom. Trent's Corner has a language
that is strongly related to Southern Kethol. Skill in it or in Southern Kethol will automatically grant skill in the
other language at one level less. There is a common trade language that most sailors and merchants have adopted
throughout The World. It only has about two thousand words, but it is very effective for trade. There is no separate
written language for it. There is also an ancient, language common to all the languages. It is almost a
lost language, with an alphabet of it's own. Even if you take it, no one remembers it enough to be fully fluent.
It would come in useful for some religious and magic rituals and in historical and occult research. There is
a forbidden dead language spoken by the people of Lister. It is somewhat like the Get/Odeland family of languages, but
the common man or woman of those countries would not recognize it today.
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Magic, Religion and Witchcraft If you choose to create a character that will use magic of a sort, you can
go by way of three different routes.
The first is magic ritual alone. This will give your character skill in rituals that
will bind the spirits of the world to his service. The second is prayer/piety. This gives your character
the ability to effectively pray to the deities. If this is combined with religious ritual, it can put the person in
a frame of mind that can make their prayers more effective. The third is witchcraft. Witchcraft is a natural
combination of magic ritual and piety. You still need piety/prayer to have witchcraft work. Witchcraft calls on
the deities and also on the spirits. It assumes the spirits are agents of these deities though. Keep in
mind that pure magic and even witchcraft may be dangerous knowledge. Local villagers may tolerate witches, since they
still have piety, but magicians are usually seen as foolish, impious men or women. Also, be aware that the use
of black magic is dangerous. The Wiccans have the concept of The Rule of Three. I am adopting it for the use of
magic in general. If you keep cursing people and generally being a magic menace, the evil you send out into the world
will eventually come back to you three fold. Healing, Herbalism and Alchemy You can use these skills
together. Healing can be specialized to such skills as midwifing, animal husbandry and surgery. If you specialize
this skill, you still retain a basis in basic healing. If you do not specialize, you can use elements of all of these.
Healing covers barbering. Alchemy is not as powerful as in games like AD&D. You may be able to create
potions that can aid with healing, potions that explode, drugs to kill pain and brain cells or even potions that help unlock
the potential limits of a person's strength. You will probably not be turning friends invisible though. Alchemy
is an early science and an art. Kethol is the only place with advanced scientific skills. If you want
to be really good at those kind of skills, consider being from Kethol. If you actually read this far, then I
salute you! Please feel free to ask any questions about character creation, joining, The World or any other topic.
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