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<blockquote data-quote="Zurai" data-source="post: 3855781" data-attributes="member: 52324"><p>Wow, whaddaya know, it all posted without me having to split it. OK, recruitment is open! You guys can post now. I'll use this post as a Q&A/FAQ post.</p><p></p><p></p><p><span style="font-size: 15px"><strong>FAQ</strong></span></p><p></p><p><strong>Q:</strong> Is recruitment still open?</p><p><strong>A:</strong> Yes! Recruitment will close on Friday, November 2nd, 2007, at midnight EST.</p><p></p><p><strong>Q:</strong> What level do first-generation characters start at?</p><p><strong>A:</strong> First-gen characters will begin at level 1, with stats as described under "Character Generation".</p><p></p><p><strong>Q:</strong> Do the 2 bonus skill points per level get multiplied on first level?</p><p><strong>A:</strong> Yes. The intent is to give characters plenty of skill points to use on "background" type skills without having to sacrifice actual build effectiveness.</p><p></p><p><strong>Q:</strong> What, if anything, does a spirit mark do for a character?</p><p><strong>A:</strong> Spirit marks have no mechanical benefit. If you choose to make your character a spirit-talker, you'll need to decided on a spirit that has blessed your character. This can be quite literally anything; river, hill, horse, dragon, Blackfrond herb... all valid. What the spirit mark does for you is mark you as a spirit-talker, the closest thing Cuirlen has to a priesthood. You will have an innate sense of what pleases and displeases the spirits, especially spirits directly related to your patron. Basically, it's an "Insert plot hook here!" sign for me <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite8" alt=":D" title="Big grin :D" loading="lazy" data-shortname=":D" /></p><p></p><p><strong>Q:</strong> What are some valid professions in Cuirlen?</p><p><strong>A:</strong> Here's a non-exhaustive list: Animal Husbandry, Herder, Hunter, Apothecary, Herbalist, Baker, Butcher, Carpenter, Stonemason, Architect, Bronzesmith, Tanner, Miller, Bowyer/Fletcher, Potter, Healer, Brewer, Laborer, Farmer, Weaver, Fisherman, Dyer, Cobbler, Cooper, Thatcher.</p><p></p><p><strong>Q:</strong> How do we determine starting equipment?</p><p><strong>A:</strong> Average starting gold for your class; go ahead and use PHB prices for equipment, but any "money" you don't use is lost. Feel free to purchase trade goods if you want (and if there's something you think would be a trade good here but isn't listed, just ask). Remember that this isn't a warlike society, so things that are used only in war aren't going to be possible - stuff like swords and any armor heavier than hide or ring mail.</p><p></p><p><strong>Q:</strong> What kind of favored enemies are available?</p><p><strong>A:</strong> Right now, the most logical would be animals or magical beasts. I realize the pool is a bit small at the moment; rest assured that plenty more will open up through plot hooks early on.</p><p></p><p><strong>Q:</strong> Do I have to follow the Greek naming convention the NPCs use?</p><p><strong>A:</strong> Absolutely not. You can if you want, but the naming convention is just for my own use; I prefer having NPCs with culturally-linked names.</p><p></p><p></p><p></p><p><span style="font-size: 15px"><strong>Other Notable NPCs:</strong></span></p><p><strong>Eusathios</strong>, male, big-game hunter, age 25; Alexios's brother. Noted for being strong and fast, as well as working the longest hours of any of the hunters.</p><p><strong>Artemisia</strong>, female, big-game hunter, age 21; Tall and beautiful, Artemisia is still single and is lusted after by many of the young men. She is especially superstitious.</p><p><strong>Euaristos</strong>, male, big-game hunter, age 38; Old and wrinkled, Euaristos is still known for having the best hearing of anyone around, and his advice on hunting and tracking have saved many young hunters' lives.</p><p><strong>Apollinarius</strong>, male, big-game hunter, age 25; Apollinarius has the eyes of an eagle - literally. He's a spirit-talker favored by the spirit of a great eagle.</p><p><strong>Alexios</strong>, male, big-game hunter, age 27; Eusathios's brother. Speaks with a stutter. Is quite greedy, but reigns in his impulses for fear of drawing the ire of the spirits. He was the one that tracked down the dire owlbear.</p><p><strong>Koritto</strong>, female, big-game hunter, age 35; Koritto has long greying hair that she rarely brushes or braids. She's whip-smart and was considered a favorite for the Hunter's seat on the Council of Elders before Kallistrate killed the dire owlbear.</p><p><strong>Sotera</strong>, female, powerful spirit-talker (river), spirit shaman, age 20; Considered a shoe-in to replace Pantheras as Spirit-Talker Elder when he passes away. She is the only Spirit-talker to have ever been blessed by the Spiritwash River.</p><p><strong>Xanthe</strong>, female, spirit-talker (horse), herdswoman, age 32; Xanthe is stocky and wears her hair back in a long double braid. She is famous for being especially adamant about making sure every single spirit gets its due.</p><p><strong>Sophronia</strong>, female, spirit-talker (maize), farmer, age 36; Sophronia always answers a question with another question; some of the younger folks have made a game of it, and Sophronia cheerfully wins nearly every match. It's a mark of pride among the youngsters of the town to have "gotten an answer out of Sophy".</p><p><strong>Lempetie</strong>, female, spirit-talker (hill), bard, age 67; Despite being a wrinkled, ugly old crone, Lempetie is beloved in the town. She is the oldest living resident and will spin yarns and tell tales all day long. Despite her age, she's not even remotely senile: she is the living history of Cuirlen. She is one of only a dozen or so people still alive from when the town was first settled.</p><p><strong>Galatea</strong>, female, spirit-talker (deer), spirit shaman, age 24; Galatea is spirit-touched in more ways than one; the poor girl is deaf and pitifully short, but her hard work and the obvious blessing of the spirits has endeared her to the people of the outlying hamlet she lives in.</p><p><strong>Agatha</strong>, female, spirit-talker (cloud), adept, age 32; Agatha has a reputation for being brutally honest. As far as anyone can remember, she has never once hid her feelings on any matter from anyone.</p><p><strong>Aristarchus</strong>, male, spirit-talker (oxen), spirit shaman, age 30; Aristarchus lost a leg in a farm accident when he was younger, and took up the ways of a shaman. His shoulders are as broad as his spirit patron's.</p><p><strong>Akakios</strong>, male, spirit-talker (fox), herdsman, age 40; Akakios is considered one of the most handsome men in Cuirlen - and the most arrogant. The arrogance is born of the knowledge that his sheep have the best wool and tastiest meat.</p><p><strong>Lykourgos</strong>, male, spirit-talker (tree), healer, age 28; Lykourgos One-eye is one of the more accomplished local healers. He mainly uses herbal remedies, but has been known to use magic when no other solution is available.</p><p></p><p></p><p></p><p></p><p><span style="font-size: 15px"><strong>Cultural Information</strong></span></p><p></p><p><strong>Marriages</strong>: Yes, informally. There's no true religion in the modern sense of the word, so there's not so much need for a religious marriage ceremony. Think more medieval joining of households than modern walking down the aisle. Ritualwise, there'd be a ceremony to ensure the blessing of the spirits on the union, and another ritual to attract a house-spirit to watch over the new couple's home.</p><p></p><p><strong>Prejudices</strong>: As mentioned, Arcanists are looked at askance. Their magic is completely different from the healing and spirit-related magic that the vast majority of spellcasters in the area practice, and only the arcanists themselves really understand any of it. They're considered useful to have around, but mainly in the sense that an ox is useful to have on the farm.</p><p></p><p><strong>Clothing</strong>: Simple wool and/or cotton shirts and pants. Women wear skirts. No one would look down on a woman wearing pants if she so desired. People tend to wear their "festival best" to market days and important ceremonies like the blessing of the crops and the supplication of the river spirit prior to the annual flooding. Work clothes are as likely to be leather as wool - there's plenty of game in the area, so non-exotic leather is cheap. Festival clothing would be the same basic types of clothes, but dyed, possibly cut more "showy", and made of better materials (cotton instead of wool; furs or exotic leathers instead of deerhide, etc).</p><p></p><p><strong>Domesticated Animals</strong>: Yes. Sheep, cattle, and horses are all present in small numbers. There are more cattle than horses and more horses than sheep. The cattle and horses mainly graze west of the Spiritwash, while the sheep are usually kept in the hills to the south and east of town.</p><p></p><p><strong>Climate</strong>: Temperate and moderately wet. Cuirlen is some distance above the equator so it doesn't get too hot most of the time, but the nearby mountains and dense forest channel rain right through the general area frequently.</p><p></p><p><strong>Domesticated Dogs</strong>: No, but there's nothing stopping a Ranger from taking a wolf as his or her animal companion, and who knows what might come of that... <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite2" alt=";)" title="Wink ;)" loading="lazy" data-shortname=";)" /></p><p></p><p><strong>Horses</strong>: Yes. The horses here are equivalent mechanically to light horses in the MM. They're used almost entirely for mounts; they're too light to be much use for a farmer.</p><p></p><p><strong>Tools</strong>: All of the stuff you listed would be available (Axes, saws, plows, shovels, spades, sickles, scythes); I don't want to get too bogged down in the details of what farming implements are invented when. Axes, saws, plows, and scythes would likely be made of bronze; the others would be bone, wood, or stone as appropriate and available.</p><p></p><p><strong>Eating Utensils</strong>: Mostly wooden forks and spoons, with knives made of bronze.</p><p></p><p><strong>Appearances</strong>: Midling tall, fair skin, dark hair. Typical western European, basically. The community hasn't been settled long enough for traditional caste dimorphism to set in (ie, farmers and craftsmen don't look noticeably different).</p><p></p><p><strong>Epic Legends</strong>: Nope! That's where the PCs come in <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite8" alt=":D" title="Big grin :D" loading="lazy" data-shortname=":D" /></p><p></p><p><strong>Pets</strong>: Not really, no.</p><p></p><p><strong>Philosophy and Math</strong>: Not much philosophy in the classical sense. Here, people know that everything has a soul. Spirit-talkers in particular are pretty damn sure of how the natural world goes 'round. As for math, nothing beyond basical arithmetic. Advanced concepts aren't really needed for a simple agrarian community.</p><p></p><p><strong>Writing</strong>: Sure, why not.</p><p></p><p><strong>Sign Languages</strong>: I'd imagine that the hunters that work in teams to pull down the bigger game have some non-verbal communication methods, yes. Nothing culture-wide, though.</p><p></p><p><strong>Noonshadow Forest</strong>: There are all kinds of rumors about things people have seen or heard in the forest. That dire owlbear is the only thing that's ever been brought back, though. People tend to dismiss the wild tales of giant lizards with wings that breathe fire - as much out of "if it doesn't exist, it can't destroy my home" as anything else.</p><p></p><p><strong>Prudishness</strong>: Not Plymouth Rock Protestant prudish, but you'd be thought spirit-touched if you wandered around town naked or in night-clothes. They don't see anything <em>morally</em> wrong with T&A. It rains enough and life is tough enough that people generally keep clothed except in private. Now, at the fertility festival......</p><p></p><p><strong>Spirit-Talker Clothing</strong>: Spirit-talkers don't really have any special garb; again, it's not so much a religion as it is a way of life. </p><p></p><p><strong>Calendar</strong>: 12 months. Each month is 28 days (4*7-day weeks) long. Each season is divided over 3 months. The names of the months and the days of the week remain the same as in real life (January-December and Sunday-Saturday).</p><p></p><p><strong>Tanning</strong>: The Native Americans used water that collected in the hollowed-out stumps of oak trees (<em>coincidentally</em> <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite2" alt=";)" title="Wink ;)" loading="lazy" data-shortname=";)" /> called "tannin") to tan their leather. It doesn't smell great, but it's better than urine and feces. In the interest of not having to deal with piss-pots, we'll say that's the method commonly used here <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite2" alt=";)" title="Wink ;)" loading="lazy" data-shortname=";)" /> </p><p></p><p><strong>Wheels</strong>: Nope, no wheels as a method of conveyance. No roads to use them on, either. Pottery wheels and millstones exist, though.</p></blockquote><p></p>
[QUOTE="Zurai, post: 3855781, member: 52324"] Wow, whaddaya know, it all posted without me having to split it. OK, recruitment is open! You guys can post now. I'll use this post as a Q&A/FAQ post. [size=4][b]FAQ[/b][/size] [b]Q:[/b] Is recruitment still open? [b]A:[/b] Yes! Recruitment will close on Friday, November 2nd, 2007, at midnight EST. [b]Q:[/b] What level do first-generation characters start at? [b]A:[/b] First-gen characters will begin at level 1, with stats as described under "Character Generation". [b]Q:[/b] Do the 2 bonus skill points per level get multiplied on first level? [b]A:[/b] Yes. The intent is to give characters plenty of skill points to use on "background" type skills without having to sacrifice actual build effectiveness. [b]Q:[/b] What, if anything, does a spirit mark do for a character? [b]A:[/b] Spirit marks have no mechanical benefit. If you choose to make your character a spirit-talker, you'll need to decided on a spirit that has blessed your character. This can be quite literally anything; river, hill, horse, dragon, Blackfrond herb... all valid. What the spirit mark does for you is mark you as a spirit-talker, the closest thing Cuirlen has to a priesthood. You will have an innate sense of what pleases and displeases the spirits, especially spirits directly related to your patron. Basically, it's an "Insert plot hook here!" sign for me :D [b]Q:[/b] What are some valid professions in Cuirlen? [b]A:[/b] Here's a non-exhaustive list: Animal Husbandry, Herder, Hunter, Apothecary, Herbalist, Baker, Butcher, Carpenter, Stonemason, Architect, Bronzesmith, Tanner, Miller, Bowyer/Fletcher, Potter, Healer, Brewer, Laborer, Farmer, Weaver, Fisherman, Dyer, Cobbler, Cooper, Thatcher. [b]Q:[/b] How do we determine starting equipment? [b]A:[/b] Average starting gold for your class; go ahead and use PHB prices for equipment, but any "money" you don't use is lost. Feel free to purchase trade goods if you want (and if there's something you think would be a trade good here but isn't listed, just ask). Remember that this isn't a warlike society, so things that are used only in war aren't going to be possible - stuff like swords and any armor heavier than hide or ring mail. [b]Q:[/b] What kind of favored enemies are available? [b]A:[/b] Right now, the most logical would be animals or magical beasts. I realize the pool is a bit small at the moment; rest assured that plenty more will open up through plot hooks early on. [b]Q:[/b] Do I have to follow the Greek naming convention the NPCs use? [b]A:[/b] Absolutely not. You can if you want, but the naming convention is just for my own use; I prefer having NPCs with culturally-linked names. [size=4][b]Other Notable NPCs:[/b][/size] [B]Eusathios[/B], male, big-game hunter, age 25; Alexios's brother. Noted for being strong and fast, as well as working the longest hours of any of the hunters. [B]Artemisia[/B], female, big-game hunter, age 21; Tall and beautiful, Artemisia is still single and is lusted after by many of the young men. She is especially superstitious. [B]Euaristos[/B], male, big-game hunter, age 38; Old and wrinkled, Euaristos is still known for having the best hearing of anyone around, and his advice on hunting and tracking have saved many young hunters' lives. [B]Apollinarius[/B], male, big-game hunter, age 25; Apollinarius has the eyes of an eagle - literally. He's a spirit-talker favored by the spirit of a great eagle. [B]Alexios[/B], male, big-game hunter, age 27; Eusathios's brother. Speaks with a stutter. Is quite greedy, but reigns in his impulses for fear of drawing the ire of the spirits. He was the one that tracked down the dire owlbear. [B]Koritto[/B], female, big-game hunter, age 35; Koritto has long greying hair that she rarely brushes or braids. She's whip-smart and was considered a favorite for the Hunter's seat on the Council of Elders before Kallistrate killed the dire owlbear. [B]Sotera[/B], female, powerful spirit-talker (river), spirit shaman, age 20; Considered a shoe-in to replace Pantheras as Spirit-Talker Elder when he passes away. She is the only Spirit-talker to have ever been blessed by the Spiritwash River. [B]Xanthe[/B], female, spirit-talker (horse), herdswoman, age 32; Xanthe is stocky and wears her hair back in a long double braid. She is famous for being especially adamant about making sure every single spirit gets its due. [B]Sophronia[/B], female, spirit-talker (maize), farmer, age 36; Sophronia always answers a question with another question; some of the younger folks have made a game of it, and Sophronia cheerfully wins nearly every match. It's a mark of pride among the youngsters of the town to have "gotten an answer out of Sophy". [B]Lempetie[/B], female, spirit-talker (hill), bard, age 67; Despite being a wrinkled, ugly old crone, Lempetie is beloved in the town. She is the oldest living resident and will spin yarns and tell tales all day long. Despite her age, she's not even remotely senile: she is the living history of Cuirlen. She is one of only a dozen or so people still alive from when the town was first settled. [B]Galatea[/B], female, spirit-talker (deer), spirit shaman, age 24; Galatea is spirit-touched in more ways than one; the poor girl is deaf and pitifully short, but her hard work and the obvious blessing of the spirits has endeared her to the people of the outlying hamlet she lives in. [B]Agatha[/B], female, spirit-talker (cloud), adept, age 32; Agatha has a reputation for being brutally honest. As far as anyone can remember, she has never once hid her feelings on any matter from anyone. [B]Aristarchus[/B], male, spirit-talker (oxen), spirit shaman, age 30; Aristarchus lost a leg in a farm accident when he was younger, and took up the ways of a shaman. His shoulders are as broad as his spirit patron's. [B]Akakios[/B], male, spirit-talker (fox), herdsman, age 40; Akakios is considered one of the most handsome men in Cuirlen - and the most arrogant. The arrogance is born of the knowledge that his sheep have the best wool and tastiest meat. [B]Lykourgos[/B], male, spirit-talker (tree), healer, age 28; Lykourgos One-eye is one of the more accomplished local healers. He mainly uses herbal remedies, but has been known to use magic when no other solution is available. [size=4][b]Cultural Information[/b][/size] [B]Marriages[/B]: Yes, informally. There's no true religion in the modern sense of the word, so there's not so much need for a religious marriage ceremony. Think more medieval joining of households than modern walking down the aisle. Ritualwise, there'd be a ceremony to ensure the blessing of the spirits on the union, and another ritual to attract a house-spirit to watch over the new couple's home. [B]Prejudices[/B]: As mentioned, Arcanists are looked at askance. Their magic is completely different from the healing and spirit-related magic that the vast majority of spellcasters in the area practice, and only the arcanists themselves really understand any of it. They're considered useful to have around, but mainly in the sense that an ox is useful to have on the farm. [B]Clothing[/B]: Simple wool and/or cotton shirts and pants. Women wear skirts. No one would look down on a woman wearing pants if she so desired. People tend to wear their "festival best" to market days and important ceremonies like the blessing of the crops and the supplication of the river spirit prior to the annual flooding. Work clothes are as likely to be leather as wool - there's plenty of game in the area, so non-exotic leather is cheap. Festival clothing would be the same basic types of clothes, but dyed, possibly cut more "showy", and made of better materials (cotton instead of wool; furs or exotic leathers instead of deerhide, etc). [B]Domesticated Animals[/B]: Yes. Sheep, cattle, and horses are all present in small numbers. There are more cattle than horses and more horses than sheep. The cattle and horses mainly graze west of the Spiritwash, while the sheep are usually kept in the hills to the south and east of town. [B]Climate[/B]: Temperate and moderately wet. Cuirlen is some distance above the equator so it doesn't get too hot most of the time, but the nearby mountains and dense forest channel rain right through the general area frequently. [B]Domesticated Dogs[/B]: No, but there's nothing stopping a Ranger from taking a wolf as his or her animal companion, and who knows what might come of that... ;) [B]Horses[/B]: Yes. The horses here are equivalent mechanically to light horses in the MM. They're used almost entirely for mounts; they're too light to be much use for a farmer. [B]Tools[/B]: All of the stuff you listed would be available (Axes, saws, plows, shovels, spades, sickles, scythes); I don't want to get too bogged down in the details of what farming implements are invented when. Axes, saws, plows, and scythes would likely be made of bronze; the others would be bone, wood, or stone as appropriate and available. [B]Eating Utensils[/B]: Mostly wooden forks and spoons, with knives made of bronze. [B]Appearances[/B]: Midling tall, fair skin, dark hair. Typical western European, basically. The community hasn't been settled long enough for traditional caste dimorphism to set in (ie, farmers and craftsmen don't look noticeably different). [B]Epic Legends[/B]: Nope! That's where the PCs come in :D [B]Pets[/B]: Not really, no. [B]Philosophy and Math[/B]: Not much philosophy in the classical sense. Here, people know that everything has a soul. Spirit-talkers in particular are pretty damn sure of how the natural world goes 'round. As for math, nothing beyond basical arithmetic. Advanced concepts aren't really needed for a simple agrarian community. [B]Writing[/B]: Sure, why not. [B]Sign Languages[/B]: I'd imagine that the hunters that work in teams to pull down the bigger game have some non-verbal communication methods, yes. Nothing culture-wide, though. [b]Noonshadow Forest[/b]: There are all kinds of rumors about things people have seen or heard in the forest. That dire owlbear is the only thing that's ever been brought back, though. People tend to dismiss the wild tales of giant lizards with wings that breathe fire - as much out of "if it doesn't exist, it can't destroy my home" as anything else. [B]Prudishness[/B]: Not Plymouth Rock Protestant prudish, but you'd be thought spirit-touched if you wandered around town naked or in night-clothes. They don't see anything [I]morally[/I] wrong with T&A. It rains enough and life is tough enough that people generally keep clothed except in private. Now, at the fertility festival...... [b]Spirit-Talker Clothing[/b]: Spirit-talkers don't really have any special garb; again, it's not so much a religion as it is a way of life. [b]Calendar[/b]: 12 months. Each month is 28 days (4*7-day weeks) long. Each season is divided over 3 months. The names of the months and the days of the week remain the same as in real life (January-December and Sunday-Saturday). [b]Tanning[/b]: The Native Americans used water that collected in the hollowed-out stumps of oak trees ([I]coincidentally[/I] ;) called "tannin") to tan their leather. It doesn't smell great, but it's better than urine and feces. In the interest of not having to deal with piss-pots, we'll say that's the method commonly used here ;) [b]Wheels[/b]: Nope, no wheels as a method of conveyance. No roads to use them on, either. Pottery wheels and millstones exist, though. [/QUOTE]
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