My Rough Campaign Guide So Far

By Emirikol, in WFRP House Rules

==Prepping for 2011 campaign..Comments welcome==

==races & careers section==

WFRP3 Grey Mountains Campaign
Campaign Book and House Rulebook
Version: December 26, 2010
Text and rule ideas taken directly from WFRP2 stuff (Sigmar’s Heirs, etc.) and FFG forum posters (Phantomdoodler, Gallows, Willmanx)

Legal for Play
All 3rd edition rules with errata
Liber Fanatica 7+
Provincial features of the empire
Warhammer Fantasy Battles background books

Players Guide or Core boxed set
Character sheet (rec.strange eons)
Advancement sheet
Rules Summary (UHead)
Basic Action Summary (UHead)

Character Creation Rules
Choose your career and race as you wish. Pick a homeland province and choose a name that is appropriate. Foreign characters and non-humans (except dwarf) gain a black misfortune die to all social check when in the Empire dealing with Imperial people.

Subrace Notes
Racial ability: (if applicable)
Quick description
Homeland (each province get’s a blurb)
Career notes
Deities:
Organizations???
Equipment notes?/special
Naming tips
References (WFRP2 and WFRP3)


IMPERIAL RACES
Racial Ability: All Imperial characters get the Reiklander racial ability.
Bonus Racial Skills: Imperial characters begin with two bonus skill advances: Either folklore or tradecraft and one relevant provincial skill.

Homeland Province or City:
Altdorf (city)
Averland,
Hochland,
Marienburg,
Middenheim
Middenland,
Nordland,
Nuln
Ostermark,
Ostland,
Reikland,
Stirland,
Talabecland,
Wissenland.
Male Names (Germanic): Adelbert, Albrecht, Berthold, Dieter, Eckhardt, Felix, Gotfried, Gustav, Heinz, Johann, Konrad, Leopold, Magnus, Mannsleib, Mannricht, Mannsfried, Mannfred, Otto, Pieter, Ranelf, Rannalt, Ralf, Rudiger, Seiger, Sigmunt, Sigsmund, Siegfried, Talecht, Ulli, Ulfred, Ulrich, Ulrier, Waldemar, Wolfgang
Female Names: Alexa, Alfrida, Beatrix, Bianka, Carlott, Elfrida, Elise, Gabrielle, Gretchen, Hanna, Hannath, Ilsa, Klara, Jarla, Ludmilla, Mathilde, Regina, Renata, Sigsmunda, Sigrid, Sigunda, Solveig, Talima, Theodora, Ulrica, Wertha, Wolfhilda

Altdorf (City)
Altdorfers live in a city where the 8 colleges of magic are situated and political machinations abound.
Skill Advance: Charm, Guile, Spellcraft, or Education

Averland
Averlanders tend to be open, passionate and honest. They appreciate tall tales and are friendly to dwarfs. They tend to be flighty and superstitious (some say gullible). Troll slayers say they’re “odd in the head.” They are intolerant of lawyers and contracts because they don’t like to be locked into any bargain.
Skill Advance: Animal Handling, Ride, or Intuition
Reference: SH:43

Hochland
Hochlanders are famed hunters and trackers. They are loyal, valiant and adaptable. They are the most open and friendly people in the Empire and fond of sport. They are known for the Hochland long rifle, but also a school of wizardry and the Tunnelway and Wolf Runner coaching lines.
Skill Advance: Nature lore or Stealth
Reference: SH:49

Marienburg
Although Marienburg is technically an independent city, the Empire still considers it’s own. It’s people are dutch-like and cosmopolitan. Marienburgers live for and by trade, and the desire to get ahead makes wheeler-dealers of almost everyone. They are hard-headed and practical in business. Marienburg is a port city surrounded by a terrible wasteland. They tend to talk rapidly and use their hands a lot. They worship Handrich, god of trade.
Skill Advance: Charm, Haggling specialization, Education, Guile, or Tradecraft (specialization)
Reference: Sold Down by the River

Middenheim (City)
Middenheimers are an uptight, traditional city folk.
Skill Advance: Education, Charm, or Intimidate, Tradecraft (specialization)

Middenland
Middenlanders tend to be hot-headed and stubborn lot. They tend to be intolerant and detest change of all types. They defend what they see as tradition at all times. They are the last to admit they are wrong, but also staunch defenders of property, pride and traditions. Ulric is the chief deity in Middenland.
Skill Advance: Disclpline or Intimidate
Reference: SH:53

Nordland
Nordlanders tend to be the loudest and frankest in all the empire. They seem to lack any subtlety, tact, or common sense. They tend to be straight forward and honest, lacking in guile. They speak regularly of their ancestors and it is a matter of pride. They have a very distinct accent which is harsh, fast and almost barked out rather than spoken, “like gravel in a barrel rolling down a hill.”
Skill Advance: Intimidate or Nature Lore
Reference: SH:63

Nuln
Nulners are a city folk where contraptions and black powder abound.
Skill Advance: Nulners gain specialization in black powder weapons (whether they have ballistic skill or not) or Specialization in Engineering (tradecraft or not) or Tradecraft (specialization).
References: Forges of Nuln

Ostermark
Ostermarkers tend to be stout and thickset with some Eastern heritage. They wear thick, long moustaches instead of beards and high-peaked fur hats. Ostermarkers are vibrant souls with a lover o flife, horses, vodka and dancing. Their women have quick tempers and passionate nature. Thye show an almost theatrical obsession with death and its trappings. They have some of the best vampire hunters in all the Empire. They are on good relations with dwarfs.
Skill Advance: Athletics or Resilience
Reference: SH:68

Ostland
Ostlanders have a reputation for being bull-headed, thrifty, and known for their ability to survive. They tend to be coolheaded in a crisis, practical and not given to airs and graces. They hate waste of all sorts as well as “needless ostentation.” Sigmar is the chief diety in this province. They are known for their strange pacing, kislevite tones of speech and frequent pauses in the middle of a sentence.
Skill Advance: Resilience or Discipline
Reference: SH:73

Reikland
Reiklanders are used to living in the richest and most cosmopolitan province in the empire. Reiklanders are friendly, sociable and open minded. They tend to be optimists and natural leaders. Fashion plays an important role in the lives of the silver and gold tiers. At their worst, Reiklanders are arrogant and overbearing. They tend to be loud, free and often superior with their opinions. They favor quick action on most matters. Sigmar is the chief deity in this province.
Skill Advance: Charm, Education or Leadership
Reference: SH:77

Stirland
Stirlanders tend to be a short, thickset people. They tend to have dark hair and are suspicious of strangers. They have had an insular province and most people can trace their line back over many generations. They are famed for their superstition, dour attitude, and cautious attitude. They tend to be overly rural and backward with a slow pace of life and speech. They are poud of their preservation of ancient customs and their “long view” of life. They are calm and thoughtful and favor long, ribald tales. They have traditions of racing various animals (sometimes with people on them) against each other. At their worst, they tend to be isolationist, suspicious, and hidebound. They drink hot ale and have odd customs, such as throwing pig droppings and garlic to drive away evil spirits. Stirlanders detest halflings
Skill Advance: Discipline or Intuition
Reference: SH:85, Night’s Dark Masters:84

Talabecland
Talabeclanders are an outdoorsy kind of people. The province is thickly forested and the people pride themselves in their forest craft and practical skills. The capital city, Talabecheim is situated in an enormous crater and is heavily defended. At their best, they are patient woodsfolk with a quiet intensity and honor. They favor deed over talk, but their women are considered suckers for a honeyed word. The role of the father is especially important in teaching children how to thrive in the wild. They tend to be self-effacing, and downplaying the role of the individual over the action that occurs. Their chief deities are Taal and Rhya. At their worst, they tend to be argumentative, primitive, hard drinking and mean. They wear practical clothing
Skill Advance: Nature Lore or Observation
Reference: SH:89

Wissenland
Outside of Nuln, Wissenlanders tend to be a dour lot. They are a hardy people with stony implacability. They tend to be stoic, dependable, willing to endure hardship and pious. At their worst, they are depressing, dull and obsessed with the gods. They take pride in their shrines and worship activities.
Skill Advance: Discipline or Piety
Reference: SH:94

Foreign Races
Foreign characters do not get the Reiklander human ability. Unless otherwise specified, they instead get one bonus fortune point and one bonus skill upgrade.
Bretonnian
Bretonnians match French culture.
References: Knights of the Grail supplement
Racial Ability: Bonus fortune point.
Skill Advance: any one
Homeland Provinces: L'Anguille (City profession or country commoner), Aquitaine (stubborn & warlike), Artois (rural and isolated), Bastonne (national pride and religious), Bordeleaux (drunkard, wine-makers), Brionne (poetic and romantic), Carcassonne (militant), Couronne (horsemen), Gisoreaux (generous and friendly), Lyonesse (feuding and scheming), Montfort (live for the moment), Mousillon (cursed, diseased and frequently mutated), Parravon (nature lovers), Quenelles (greenskin haters).
Male Names: Aiden, Bertelis, Carloman, Chrodegang, Ferragus, Hrodbert, Jacen, Louis, Merovech, Orderic, Pandeleon, Piers, Redemund, Roland, Suidbert, Theudis, Waldon, Yonec
Female Names: Armengild, Bertha, Chrodegard, Dhouda, Eleanor, Hrotswitha, heloise, Isabel, Isolde, Lisseut, marie, Mathilde, Nimugild, Perlesaut, Rhadegund, Rimengild, Sirisgard, Sonengund, Vermengard, Walswitha
Deities: Lady of the Lake (Purity, courage, nobility; KotG p.36) and all Imperial deities except Sigmar.
Organizations: Knights of the Grail, Grail Damsels
Career Notes: -Initiate SoF p.28 (, Apprentice Wizard (p.28WoM; choose one school except bright)
New Career Themes (Basic)
Carcassonne Shepherd – Use commoner except swap a skill for weapon skill
Herrimault/Outlaw (use thief or hunter with guile skill swap)
Knight Errant (as soldier and gain Virtue of Chivalry:107)
Man-at-Arms (as mercenary or soldier)
Mediator (as agent)
Wall Warden (as burgher – trade:architect/defense)
Yeoman (as commoner except swap a skill for Weapon skill)
New Career Themes (Advanced)
Battle Pilgrim (as Soldier)
Faceless Outlaw (any advanced)
Grail Knight, Knight of the Realm, Questing Knight, (as soldier)

Estalian
Estalians match the Spanish culture.
Racial Ability: Estalian Bravado: Gain one fortune die to all checks of Hard (3d) or greater difficulty. (TGS:70)
Skill Advance: any one specialization
Homeland Province: Bilbali port, Magritta port, Irrana mountains, Abasko mountains,
Male: Abundio, Aguzti, Amerigo, Anier, Bairdo, Cecelio, Curro, Donzel, Eneko, Enreque, Fermin, Hector, Horacio, Jose, Luis, Manuel, Nacho, Oro, Pablo, Paco, Piarres, Rolando, Roberto, Serapio, Tiago, Ubaldo, Ysmael, Zelipe
Female: (put 'a' at the end of male name)
Deity: O' Prospero (prosperity)
Organization: Knights Magritta (SOE)
Career Notes: Initiate SoF p.28, Apprentice Wizard (p.28WoM)
New Career: Diestro
Reference: Wikipedia and TGS:70

Kislevite (Gospodar or Ungol)
Kislevites match the Slavic or Russian cultures.
Racial Ability: Bonus fortune point.
Skill Advance: Any one
Homeland Province: North Oblast, South Oblast, East Oblast, West Oblast, Troll Country (Northwest)
Racial Backgrounds (chose a tribe): Gospodar (southern, wealthy), Ungol (Northern or common)
Names: See RotIQ p93-94
Deities: Tor (thunder, lightning, war), Ursun (Kislev’s chief god; bears), Dazh (fire, hospitality)
Career notes: Initiate SoF p.28, Apprentice Wizard (p.28WoM)
New Careers (Gospodar or Ungol may be required):
Ice Witch – Gospodar; use Bright wizard cards, but change to ice effect
Chekist – Gospodar; Ice witch’s secret police – use watchman), Bear Tamer (use Liber Fanatica #7)
Steppes Nomad - Ungol horseman; as Soldier or Scout
Wise Woman – Ungol; use Mystic and gain the title “Baba”; advances to Hag witch spellcaster (commands spirits to one divine category; age as they cast spells)
Drover (Either race; as commoner; lose commoner ability, but instead gain the SBVD and swap a skill for Ride)
Horse Coper (Either race; as burgher but swap 2 skills for animal handling and ride)
Streltsi (Either race; as soldier (handgunner)
Advanced
Horse Master, Horse Archer, and Winged Lancer (Advanced)
Ice Maiden and Ice Witch (Advanced)
Ataman or Ambassador (advanced)
Reference: Realm of the Ice Queen p. 88+

Norscan
Racial Ability: Bonus fortune point
Skill Advance: Any one
Reference: Tome of Corruption:136+
Homeland Provinces: Graelings (NW), Bjornlings (W), Vargs (N), Skaelings (SW), Sarls (S), Aeslings (NE), Baersonlings (SE)
Male Names: Adalsteinin, Bjorn, Egill, Falki, Fridrik, Hakon, Halfdane, Hallbjorn, Halldor, Haraldur, Hinrik, Hjortur, Hrafn, Hredric, Hrodgar, larus, Ludvik, Oskar, Ragnar, Sindri, Por, Porrir, Trygve, Ulfir, Vilhjajmur
Female Names: Anna, Adalbjorg, Asdis, Astrid, Audr, Bera, Brynja, Drifa, Erika, Eydis, Finna, Fridr, Gudlaug, Gudrun, Halga, Hildr, Hjordis, Hygd, Lilja, Pala, Ragnhildur, Sigrun, Svanhildur, Valdis, Vigdis
Deity: Mermedus (God of war)
Note: Mutation is Ulfwerenar in battle
Corruption: There is a 20% chance (rolled by DM) that a Norscan PC will begin with a mutation. (50% CHANCE OF IT BEING ULFWERENAR)
New Careers: (n/a)

Strigany (River or Land)
The Strigany are a displaced people from the Vampire lands of the old Southern Badlands. They are the travelling gypsies of the world.
Racial Ability: Bonus fortune point
Skill Advance: Female (any one social), Male (any one physical)
Homeland Province: (None). Choose either River Strigany or Land Strigany.
Male: Brishen, Bedracaro, Camlo, Chal, Chik, Danior, Dukker, Durriken, Durril, Garridan, Jal, Lel, Lennor, Lensar, Mander, Pal, Pattin, Petunlengro, Pias, Pov, Tas, Vardomescro, Yarb
Female: Beti, Chavi, Chumomista, Dudee, Purrum, Rawnie
Career Notes: They begin with one free advance (any) if they begin as a mystic, coachman, or boatman.
New Careers: (n/a)
Reference: WFRP2:25, NDM100 (Mystic), WFRP2 companion:25 (Riverman), OWB71, 117;

Tilean
Tileans match the Italian culture.
Racial Ability: Bonus fortune point.
Skill Advance: Any one specialization
Reference: Fan Product (LiberFanatica.net)
Homeland Province: Republic of Remas, Principality of Luccini, Principality of Trantio, Principality of Pavona, Republic of Verezzo, Pirate Principality of Sartosa(WFRPc2:72), Principality of Miragliano, Principality of Tobaro (WFRPc2:79)
Male: Argento, Azzino, Beppo, Bosco, Carlito, Corfino, Donatello, Erasmo, Feretto, Frederico, Guido, Ilario, Luchino, Mario, Minaldo, Niccolo, Nunzio, Orfeo, Prospero, Rafael, Rufio, Spiglio, Terntino, Vasco, Vincenzo, Xaccheo, Zallio
Female: Agustol, Antonia, Bonagratia, Cceria, Cilia, Delfina, Fia, Gisella, Innocenza, Mabilia, Midonia, Orsa, Pietra, Richa, Rosella, Serviata, Sofia, Ysabella, Zira
Deity: Mercopio (merchants)
Organization: Knights Magritta (SOE)
Career Notes: Initiate SoF p.28
New Careers: (n/a)

Border Princes
Borderlanders live in the disorganized and unstable lands of the Border princes. Their cultures are a hodgepodge of the surrounding kingdoms and Empire and/or Baltic-like.
Racial Ability: Bonus fortune point
Skill Advance: Any one specialization
Reference: (Renegade Crowns)
Homeland Province: Principality of Masserschloss (p117) or Badlands
Names: Imperial, Bretonnian, Estalian or Tilean
Careers Notes: Initiate SoF p.28, Apprentice Wizard (p.28WoM)
New Careers: Border Courtier (as Agent)

NON-HUMAN RACES
Non-humans get one bonus skill (acquired or upgraded)

Dwarf
Apprentice Wizard – As apprentice wizard of the Gold Order (Runesmith)
Initiate (Runesmith or priest) p.27 SoF
New Career: Engineer-Artillerist (bombs)-use Soldier.
Homeland:
Grey Mountains (West): Karak Azgaraz (new - central Grey Mountains), Karak Norn, Karaz Izor (Copper Mountain), Karak Hirn (Horn Hold)
Worlds Edge Mountain (East): Kark Vlag (North), Karak-Ungor (Red Eye Mountain), karak Kadrin (Slayer Keep), Zhufbar (on Blackwater Lake), Karaz-A-Karak (Everpeak)
Barak Varr (Dwarf Sea Fortress on the Black Gulf)
Karak Azul (South)
Kraka Drak (Norse Dwarf of Dragon Hold)
Imperial Provincial-Born (choose an imperial region, gain folklore or tradecraft)

Male Names: Bardin, Brokk, Dimzad, Durak, Dvergr, Dweorg, Garil, Gottri, Grundi, Hargin, Imrak, Karfun, Jotunn, Magnar, Mordrin, Nargond, Orzad, Ragnar, Norri, Torri, Thingrim, Twerc, Urgrim
Female Names: Anika, Asta, Astrid, Berta, Birgir, Dagmar, Dvergra, Elsa, Erika, Franziska, Greta, Hunni, Ingrid, janna, Karin, Petra, Sigrid, Sigrun, Silma, Thylda, Twerca, Ulla
Deities: Grungni (Mines and Artisans), Grimnir (Fearless God of Warriors), Valaya (Protector goddess)
Note: May not take an arcane class (except artificer) but may multi-class. Warforged “Gromril” Dwarf is dwarf-sized.
References: Grudgelore, WFB Dwarves

High Elf (Asuri)
Career Notes:
Apprentice Wizard (Qhaysh Wizard) – As apprentice wizard but may re-take apprentice wizard to learn a new wind of magic. Cost is 2 extra advances. ~p20 WoM
Initiate SoF p.28
New Careers
*
Homeland Island Province:
Avelorn (High elves that still live in the woods; Everqueen’s province)
Caledor (mountains, fortresses and dragons),
Chrace & Cothique (at perpetual war with the Dark Elves land and sea)
Eataine (contains Lothern, the greatest city and port in the known world; seat of Phoenix king)
Ellyrion (horselands)
Saphery (land of wizardry, Tower of Hoeth)
Tiranoc (perpetual rebuilding from war)
Yvresse (land of mist and deep coniferous forest)

Male: Aluthol, Amendil, Angran, Cavindel, Dolwen, Eldilor, Falandar, Farnoth, Gildiril, Harrond, Imhol, Larandar, Laurenor, Mellion, Mormacar, Ravandil, Torendil, Urdithane, Valahuir, Yavandir
Female: Alane, Altonia, Davandrel, Eldril, Eponia, Fanriel, Filamir, Gallina, Halion, Iludil, Ionor, Lindara, Lorandara, Maruviel, Pelgrana, Siluvaine, Tallana, Ulliana, Vivandrel, Yuviel
Deity: Liadriel (God/goddess of elvish ways)
Organizations: Lothern Sea guard, Ellyrian Reavers, Dragon Princes of Caledor, Swordmasters of Hoeth, Shadow Warriors, Phoenix Guard, White Lions of Chrace
Note: AsUri are known for the metal Ithilmar (mithril); are from Island of Ulthuan fighting the Dark Elf (Druchii) menace. Eladrin are very rare on the mainland.

Wood Elf (Asrai)
Homeland
Athel Loren (Bretonnia; largest enclave)
Laurelorn Forest (Nordland, Empire)
Careers Notes
Apprentice Wizard (Spellsinger, Spellweaver, or Treesinger). As apprentice wizard, but may choose one of the following colleges: any except Bright. They may retake the apprentice wizard career again to learn a new wind of magic. Cost is 2 extra advances. ~p.22 WoM
Initiate SoF p.28

Halfling (Mootlander)
See race sheet and ability card. Available careers: Any human career that does not have the arcane trait.
Racial ability: Mootlander
Initiate – Choose a god or a pantheon
New career (Fieldwarden) – Use Soldier career Homeland Province: Empire Province or Moot settlement: Eicheschatten Town, Birnbaum v, Dreiflussen Town, Einsamholz Town, Fallenblatt v, Gipfel v, Grunhugel v, Heukern v, Sauerapfel Town.
Male: Adam, Albert, Alfred, Axel, Carl, Edgar, Hugo, Jakob, Ludo, Max, Niklaus, Oskar, Paul, Ralf, Rudi, Theo, Thomas, Udo, Viktot, Walter
Female: Agnes, Alice, Elena, Eva, Frida, Greta, Hanna, Heidi, Hilda, Janna, Karin, Leni, Marie, Petra, Silma, Sophia, Susi, Theda, Ulla, Wanda
Deity: Esmeralda (Goddess of Hearth/home)
Organization: Quinsberry Lodge (SOE)
Note: May not take an arcane class but may multi-class. Halflings make an excellent “Moot “Leather.
Chaos Resistance.
Resources: Sigmar's Heirs p.50.

Ogre
Racial Abillty: Kin of the Great Maw (may have strength 6). See race sheet and ability card. Max int 2, may take strength of 6; all base skills at 2 except str at 4; points 20.
Ogres are stupid and brutish.
Career Notes: Apothecary, commoner, dockhand, Miner, pit fighter, servant, scout, soldier, Mercenary, Hunter, Burgher (butcher only), Thug, initiate (gastromancy)
Initiate - Spellcasters practice Gut magic; also known as Gastromancy, Shamanic Victuals, Thaumaphagy or Corpomancy. They use the Myrmidia spell list, but names and descriptions of casting are at (p.60+).
Homeland: Mountains of Mourn Tribe
Primary Tribes (p56-7): Tribe of Shrewd Fulg, Feastmaster, Eyebiter, Ironskin, Mountaineater, Great Tribe of Ghuth Spawnchomper, Angry Fist, Lazarghs
Secondary Tribes (p.47): Rocksplitter, Moonbiter, Deathmaw, Slashed gut, Sons of the Mountain, Goldtooth, Mighty Fist, Skulltaker, Suneater.
Deity: The Great Maw
Notes: Height 8' tall (Med). Weight 340 lbs. Typically imperial mercenaries. 20 points
Reference: Ogre Kingdoms (Warhammer)

Additional Career Rules
Agent (rank1):
Local nobility: Look up a noble in Sigmar’s Heirs,Ubersreik, Hulgedal
Organization: Any PC organization from career cards, SoF or WoM

Boatman & Docker
References: WFRPc2:12, Death on the Reik supplement,

Commoner: Taking commoner at rank2 or above acquires the “Village Elder” title.

Initiate
Foreigners (SoFp.28) and Non-humans need to analogue their pantheon cards (see appendix or p126 toS). (e.g. High elf initiate of Kurnous would be analogous to Taal & Rhya)

Ironbreaker
Does not start with Gromril armor. Must find or earn it at your 5th advance (cost is 1 advance).

Swordmaster
Does not start with the sword. Must find/earn it. Great sword of hoeth: numbers are backwards 7/6enc

Wardancer
Is now an intermediate career (Rank 2) and has 3 talent slots.

Waywatcher
Is now an intermediate career (Rank 2) and has 3 talent slots.

Wizard
p.25 WoM . foreign wizard

==

..and the summary of Wood Elf kindreds from the Wood Elves WFB book...

WOOD ELF KINDREDS
Wood elves organize into small kinbands/kithbands rather than larger cities and communities.
Caidath (Wardancer kindreds, shadow dancers of Loec, Feast Fasters, Bladesingers and Deathdancers.
Selathoi (winter warriors of the forest)
Laith-Kourn (Alters, shifters or wild-kin; animalistic)
Arahain (Sentinels, wayferers, hawkeyes and scouts)
Auryaur (Wild riders, Spears of Kurnous, Bretheren of Orion, Pyrewardens)
Nymraif (Waywatchers, Wood Haunters, Pathwatchers, Shadow Striders and Mist Walkers)
Yenayla (Glamourweavers, Shapers, Tree-Singers, Skin-weavers, Shadow-Walkers, Changelings, Wood-Seers, grovekin, Wood-shapers; act as emissaries to the outside world and maintain balance within the forest)

Very nice! I'm planing on starting a new campaign also and Grey Mountains would work greatly for me too! So I tip my hat to you and ask are you making a pdf from all of this (and what's to come) or should I help you with it?

Some great stuff here! Once we're done with TTT my players will be making new characters. The first characters were a bit random and we didn't focus much on character, but the second time I want to take a different approach and have the players make up interresting characters and create a group that is more than just some random heroes wacking stuff in the head. We'll be starting the gathering storm campaign (or rather my modified version where EoN and Horror of Hugeldal are included in the plot).

DC, Gallows:

I'll have a PDF soon enough(it's already in WORD format btw, this is just rough text).. I"ve got a lot of things that I'll be adding.

As far as house rules go, my goal since I began gaming is to cater to what the PLAYERS want. Typically they crave diversity, a good leveling system, equipment to deck out their characters, and organizations or background to show that there's something else going on in the world besides them and an A-Z monster stat list. Mostly, I'm attempting to keep my house rulebook about character development, rather than game play.

My next three tasks are going to be the following:

1. Equipment listings, including the prices for POOR, AVERAGE and SUPERIOR variations of each piece. I'm sure you've all heard me moan about how much I dislike the "paragraph" method that they used for 3e..as opposed to "the price of a spoon" method they used in 2e. There has to be a happy medium :) I especially want trade tools emphasized (roadwarden: should start with a poor gun and a poor horse btw).

2. Options for Advancement that encourage single-career tracks: e.g. Hunter - Wayfinder - Wayfinder captain (i.e. taking wayfinder a 2nd time). I also want to include moreskill specializations (where's consume alcohol again?).

3. Organizations for each career including: official canon organizations (from the list I did up last year), a noble house they can be associated with, or whatever.

After that it will be a couple light house rules for "during" play including whichever ones I'm keeping from the GM's toolkit. I'm not a Rules As Written hog, but at the same time, I've found that my players prefer consistent RAW over too many game-play house rules. I'll especially be looking over your stuff though Gallows.

jh

..

Glad to be part of your inspiration :)

I enjoy your short description of different provincial people. It"ll be useful to my players

The advancement discussion has gotten me interested in approaching advances and ranking differently.

IMO, the advanced careers do not make characters more powerful, but are an interesting part of progression of a character and something that players really look forwards to.

I'm considering making ranking more easy (fewer advances). I think a PC should be able to make 3rd rank in 30 sessions regardless of their approach. Or, perhaps there needs to be more intermediate careers for players to grapple onto.

As priests and wizards will cause the break, they are probably the ones that would need traditional advancements (and can settle for the boring-approach of only 3 careers).

Other character careers could have a lot more interesting time going to maybe 4 careers in the time it takes a priest or wizard to go to 3.

I'll have to work something up on the matter though.

jh

*unabashed thread necromancy*

Jay have you done any other tinkering with Empire provincial backgrounds? I had kind of a wild hair to fill in the other provinces to make those players unique without using Reiklander+Skills. I kind of saw Diversity and Favoured by Fortune as something that could be unique to the very random cross section of humanity that dwells in the Reikland/Altdorf.

I was considering dropping the other provinces down to 20 creation points (with one characteristic beginning at 3), giving them a selection of skills similar to dwarfs and elfs, and then giving them a flavoured trait or ability that fits the fluff for the province that is good enough to make them attractive choices without overshadowing the non-humans.

Have you, or anyone else for that matter, done anything similar? There really is no precedent in previous editions or anything, but 3E brings race up a few levels in importance which I really like. I just thought I'd extend that to the other "races" of humans to make an Averlander, Nordlander and a Middenlander pop, so to speak.

Sorry to dig up old skeletons or rehash bygone discussions...I just can't resist tinkering with the games I play.

Callidon said:

Jay have you done any other tinkering with Empire provincial backgrounds? I had kind of a wild hair to fill in the other provinces to make those players unique without using Reiklander+Skills. I kind of saw Diversity and Favoured by Fortune as something that could be unique to the very random cross section of humanity that dwells in the Reikland/Altdorf.

I was considering dropping the other provinces down to 20 creation points (with one characteristic beginning at 3), giving them a selection of skills similar to dwarfs and elfs, and then giving them a flavoured trait or ability that fits the fluff for the province that is good enough to make them attractive choices without overshadowing the non-humans.

Have you, or anyone else for that matter, done anything similar? There really is no precedent in previous editions or anything, but 3E brings race up a few levels in importance which I really like. I just thought I'd extend that to the other "races" of humans to make an Averlander, Nordlander and a Middenlander pop, so to speak.

I tested out the extra skills for the provinces, but decided that was "too much" so I thinned it down to just regional background only. I believe that it should honestly be linked to the 10 questions of character creation as well. Most of this stems from the fact that I've already got a thick Campaign/House Rulebook and that messing with too much is a burden on newer players (that's why I don't allow them to play foreigners until they're experienced).

I've gotten to the point that a more useful application is to give a resonable provincial background and then focus
on NPC interaction, organization-membership, goals of the membership and then "advancement" options outside of the normal listed ones. My current group is in jeopardy again b/c two people are moving away, so I'm not going to put too much work in on it yet.

Swordmaster
Captain:
Mentor:
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Organization hub:

Commoner
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Antagonist:
Organization hub:

Trollslayer
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Mentor:
Antagonist:
Organization hub:

Thief
Captain:
Mentor:
Antagonist:
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There is no heaven or afterlife for broken-down computers; that is a fairy story
for people afraid of the dark.~s.hawking