The Time Swiftly Approaches
The time swiftly approaches for us to begin D&D. Begin rolling up your characters. Standard rules, per the book. You can roll a few if you want, and pick the one you like the best.
I'm very close to being ready to begin. I basically just have a little bit of number crunching and figuring out of alliances and motivations for various factions. And I have to finish the maps, get them blown up, and review some combat stuff with Duley.
The local language is 'Valen' which is, other than the odd word or two, nearly indistinguishable from Trade Language, which everyone also should know. If you're playing a foreigner, or barbarian, the language you natively speak would depend on what country or tribe you come from.
In all likelyhood, your character would be at least fairly familiar with the layout of Landskhar, as it is the economic and social hub of the Hundred Kingdoms.
As far as character background and history, you need to decide what socioeconomic class he or she comes from. If you choose someone from a higher socioeconomic background, say the bastard or 4th or 5th son of a Major Noble House, or the 2nd or 3rd son of a Minor Noble House, then you will get positive and negative effects from this. You will have potentially more people to call on for information or minor favors. The drawback is that if you choose this route, it is likely that you will enounter people who hate you simply for who your sire was, ala, the Capulets and Montagus. Feuds and vendetta wars between noble houses are common, and many of the sons of noble houses (and their companions) fall to them, whether they think they're involved or not. If you want your character to have more of a common background, you could do that, as well. The middle road is choosing someone from a Merchant House. You won't get as many benefits, but you will get some. And you probably won't get people wanting to kill you in the streets simply for who you are.
I will of course, want to review background stories and tell you what would be realistic and what would not. I'll have a list of Major Noble Houses, and a partial list of Minor Noble Houses (there are really far to many for me to list) up hopefully later on today or tomorrow. And a list of Merchant Houses, as well. Many of the Merchant Houses are involved in multiple guilds, so may be involved in a variety of mercantile operations. It's also not unusual for a minor merchant family to be adopted into a Merchant House, and then given a daughter from the Merchant House for the son of the house to take as a wife, or perhaps the minor merchant house gives its daughters in marriage to the Merchant House. In this way, minor competitors are brought into the fold.
I'm very close to being ready to begin. I basically just have a little bit of number crunching and figuring out of alliances and motivations for various factions. And I have to finish the maps, get them blown up, and review some combat stuff with Duley.
The local language is 'Valen' which is, other than the odd word or two, nearly indistinguishable from Trade Language, which everyone also should know. If you're playing a foreigner, or barbarian, the language you natively speak would depend on what country or tribe you come from.
In all likelyhood, your character would be at least fairly familiar with the layout of Landskhar, as it is the economic and social hub of the Hundred Kingdoms.
As far as character background and history, you need to decide what socioeconomic class he or she comes from. If you choose someone from a higher socioeconomic background, say the bastard or 4th or 5th son of a Major Noble House, or the 2nd or 3rd son of a Minor Noble House, then you will get positive and negative effects from this. You will have potentially more people to call on for information or minor favors. The drawback is that if you choose this route, it is likely that you will enounter people who hate you simply for who your sire was, ala, the Capulets and Montagus. Feuds and vendetta wars between noble houses are common, and many of the sons of noble houses (and their companions) fall to them, whether they think they're involved or not. If you want your character to have more of a common background, you could do that, as well. The middle road is choosing someone from a Merchant House. You won't get as many benefits, but you will get some. And you probably won't get people wanting to kill you in the streets simply for who you are.
I will of course, want to review background stories and tell you what would be realistic and what would not. I'll have a list of Major Noble Houses, and a partial list of Minor Noble Houses (there are really far to many for me to list) up hopefully later on today or tomorrow. And a list of Merchant Houses, as well. Many of the Merchant Houses are involved in multiple guilds, so may be involved in a variety of mercantile operations. It's also not unusual for a minor merchant family to be adopted into a Merchant House, and then given a daughter from the Merchant House for the son of the house to take as a wife, or perhaps the minor merchant house gives its daughters in marriage to the Merchant House. In this way, minor competitors are brought into the fold.

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