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(3.X D&D/d20) Recruiting: The First (Now OOC)
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<blockquote data-quote="Arkhandus" data-source="post: 4951471" data-attributes="member: 13966"><p>A few minor details I hadn't thought to post earlier:</p><p>All divine spellcasters will start with a divine patron, and will know a bit about them, but not a lot at first (this includes rangers and such; also dragon shamans, with a draconic patron deity). They haven't existed long enough to develop divine magic through sheer belief and philosophy. Other characters have no divine patron to start with and don't know anything concrete about the gods (names, symbols, dogma, etc.) unless they have knowledge (Religion).</p><p></p><p>You each start with one free set of clothes as mentioned in the Player's Handbook; pretty much any outfit worth 10 gp or less.</p><p></p><p>The area you'll be starting in will include just a few other members (NPCs) of the First Generation, and is near both woodlands and fresh water, so some food, water, and raw materials can be found in the natural surroundings. It just won't last forever. Trail rations and waterskins will mostly just serve to help you travel with less searching for food and water supplies along the way. You probably won't need much in the way of rations and waterskins to start with. The game will start with some of the first meetings and interactions between your PCs and the scant few NPCs in their vicinity.</p><p></p><p>Don't bother keeping any coins or other money on your character; there is no money in the new world, and any trade will be done through bartering items and services with other members of the First Generation. A shiny rock or shiny piece of metal might get you one day's worth of food in trade or one simple tool, just for the novelty of the shiny-shiny, but that's all. So spend all of your starting wealth on supplies and equipment. Don't worry if it's a bit too much to lug around with you everywhere; you can set up camps or hide your stuff in places without much worry that anyone will steal it, since there are so few people around and they're scattered.</p><p></p><p>Of course, if you need some valuables as material or focus components in spells (even just ones that you expect to use later on at 3rd or 5th level), you might want to include a few such components among your starting gear (won't have a chance to buy powdered silver, platinum rings, darts, pearls, or whatnot after play starts; you'll have to find or trade for materials with other First Generationers later).</p><p></p><p>I'll be posting an NPC from your starting area soon, to give an example of sorts. It'll be someone your characters might know at the beginning, or will just meet early on in play, and someone ya might want to befriend early on for aid.</p></blockquote><p></p>
[QUOTE="Arkhandus, post: 4951471, member: 13966"] A few minor details I hadn't thought to post earlier: All divine spellcasters will start with a divine patron, and will know a bit about them, but not a lot at first (this includes rangers and such; also dragon shamans, with a draconic patron deity). They haven't existed long enough to develop divine magic through sheer belief and philosophy. Other characters have no divine patron to start with and don't know anything concrete about the gods (names, symbols, dogma, etc.) unless they have knowledge (Religion). You each start with one free set of clothes as mentioned in the Player's Handbook; pretty much any outfit worth 10 gp or less. The area you'll be starting in will include just a few other members (NPCs) of the First Generation, and is near both woodlands and fresh water, so some food, water, and raw materials can be found in the natural surroundings. It just won't last forever. Trail rations and waterskins will mostly just serve to help you travel with less searching for food and water supplies along the way. You probably won't need much in the way of rations and waterskins to start with. The game will start with some of the first meetings and interactions between your PCs and the scant few NPCs in their vicinity. Don't bother keeping any coins or other money on your character; there is no money in the new world, and any trade will be done through bartering items and services with other members of the First Generation. A shiny rock or shiny piece of metal might get you one day's worth of food in trade or one simple tool, just for the novelty of the shiny-shiny, but that's all. So spend all of your starting wealth on supplies and equipment. Don't worry if it's a bit too much to lug around with you everywhere; you can set up camps or hide your stuff in places without much worry that anyone will steal it, since there are so few people around and they're scattered. Of course, if you need some valuables as material or focus components in spells (even just ones that you expect to use later on at 3rd or 5th level), you might want to include a few such components among your starting gear (won't have a chance to buy powdered silver, platinum rings, darts, pearls, or whatnot after play starts; you'll have to find or trade for materials with other First Generationers later). I'll be posting an NPC from your starting area soon, to give an example of sorts. It'll be someone your characters might know at the beginning, or will just meet early on in play, and someone ya might want to befriend early on for aid. [/QUOTE]
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