| Subject: Prelim. PC submission info for Faalor III |
Author:
Balaern
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Date Posted: 12:25:01 06/12/03 Thu
In reply to:
Balaern
's message, "Faalor III" on 20:47:05 06/06/03 Fri
Guidelines for creating PCs for the Faalor III
You and your character will be part of a group. Think of these groups as something like small UO guilds without the ROE. Each group will be attached to one of the Noble Houses of Duath. Each group will be more or less independent. You will not necessarily be enemies to the other PC groups, certainly not in any open warfare sort of situation (at least not to begin with), but each group will be striving to advance its own self interest. This could mean out maneuvering the other “team” by getting that critical council vote to racing against time to acquire some artifact in some forgotten dungeon before the other team gets it. I am not ruling out the possibility of open warfare, but it’s unlikely that a hasty “raid” on the other team will bear any fruit. Indeed, there may be times in which both “teams” will have to cooperate to overcome some mutual obstacle. Bear these things in mind as you create your characters.
We will begin the campaign with you already signed on to a particular noble house. Your character will be given 1000 gp to go spend as they please, a House identification item, and a set of standard House armor (which can be sold or traded). Your character will have agreed to 100 gp a week plus bonuses and acquired treasures, access to the House merchant, bonuses, housing and upkeep, in exchange for certain services. Those services may include such things as defending the House in open combat, representing the House in council sessions, making negotiations with other Houses, buying and selling for the House, and, in extreme situations, killing for the House. In general, your character will be acting as an agent of the House in whatever capacity the Nobles of the House deem fit. Bear in mind, the PC House are generally good people, but they do have their dirty secrets. While they all attempt to appear as the upstanding leaders of the community, they may not turn away from dirty dealings to further their own ends.
This is not to say that you won’t have considerable leeway in deciding how to accomplish those goals. I will be considerably more open-ended about how plots unfold in this campaign and there will be many more choices for your character to make compared with the previous campaigns. Your group will have to decide which missions to take to earn it’s keep and even find things to do pro-actively in order to please the House nobles. I’m leaving a lot of the “plotting” up to you, while suggesting several options which you can choose from. Probably, I’ll have at least one plot ready each week, but you need not follow that lead if your character has other things they’d like to do. In that vein, I’d be very receptive to any plot ideas you had for your characters and will try my best to implement them, given enough lead time. Don’t expect me to accept those plots unaltered though.
Try to avoid creating evil characters. I’m not ruling them out, but until we get a steady rhythm going, things will go much better if you played a character that can cooperate in a small group, follows the law (more or less, at least without blatant disregard for it), and actively contributes to the well-being of the group. That’s not to say that you can’t come up with good reasons why an evil character would want to help out a Noble House of Duath, I just suspect it may be more difficult. If you do play an evil character, please (and how many times have I said this?), please, don’t create your standard Crimson Alliance member. Make the character an interesting, INTELLIGENT being with plausible motivations who will at least see the wisdom in working together (if temporarily) with the rest of your group.
Try to avoid playing non-humans. Again, there’s no hard and fast rule about playing non-humans. It’s just that there will be added difficulties in choosing to play a non-human in this campaign. Discrimination is a very real element to this campaign: there are many merchants who simply won’t sell to non-humans, and that may be the least of your character’s concerns. If you have your heart set on playing one, that’s fine; you’d just better have a good reason and be willing to accept a bit of hardship. Remember, elves are currently being blamed for the disappearance of Bridalveil and suspect they have something to do with the recent Orcish attacks in the south, perhaps the Illriggers are actually sponsored by the Elven Court . . . If you wish to play a non-human, a dwarf would be the best bet, because of the large and stable minority of dwarves that live in the city.
You are welcome to play actual family members of the noble house you will be assigned to. Your character, though, should only be a very minor member, a third cousin from the country, the third son of the patron or something like that.
In your character sheet give me a suggestion of which House you’d like to serve. Right now, Vedis and Osred are the two we will be starting with. There are three other Houses fleshed out, which we can easily expand into if we get more players. I think we’ll shoot for 3-6 PCs per House.
Some good, basic ideas for what your character might be:
o a competent fighter who is paid to protect the House
o a scholar who is paid to do research for the House
o a mage hired to do clandestine magical research
o a up-and-coming politician who doesn’t mind doing a little dirty work
o a cat-burglar, quietly hired by a noble house for a few “special projects”
o an adventurer just out to find something interesting to do
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