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Before you start playing, you should generate a character. (Please don't wait until game day to do this.) The first step is to read the first sections of the Player's Handbook v3.5 about races and classes. This will give you some ideas about what you would like your character to be. Then read the latest version of the Living Greyhawk Campaign Standards (LGCS). This describes special requirements to keep in mind while generating your character. The basics of the Living Greyhawk campaign are:
For instance, there is a longstanding blood feud between Ketites and the wood and wild elves of the Bramblewood Forest. If you play an elf--even a grey or high elf--you are going to take some flak from Ketites--both from people you will meet in the adventures, and perhaps even from other players at your table! Likewise, the Ketite judicial system does not tolerate people who deal lethal damage to Ket Citizens or residents during combat (even in self-defence.) If you play a warmage--a character class that is designed to cast combat spells that deal lethal damage--then expect to spend some time in the stocks after every Ket adventure! You may also want to consider the issue of Citizenship in Ket--only humans, dwarves and halflings are automatically considered Citizens when they are created. Most other races can earn Citizenship (but it will take them a year), and some races will never be Citizens (elves, asherati and centaurs, for instance.) In addition to character class and race, you will also have to decided which region your character calls home. We assume that if you live in one of the provinces that own Ket (Manitoba, Ontario, New Brunswick, Nova Scotia, PEI or Newfoundland) that your character's home region will be Ket. However, the rules of Living Greyhawk allow you to choose any one of the 31 regions that belong to a real world place, such as Zeif (Western Canada), Onwaal (United Kingdom), Furyondy (Michigan), etc. Note that you cannot choose a "neutral" (core) region such as the Free City of Greyhawk or the Amedio Jungle as your home region--these places belong to the entire campaign. Your character can change home regions once each calendar year. This is usually for when you physically move your real-world home from one region to another. For example if you live in Newfoundland (Ket), and move to Alberta (Zeif), then you'll want to change your characters' home region from Ket to Zeif. One thing some players like to do is to make up a "back story" for the character--the character's life story up until his or her first adventure. You are free to make up almost any back story you like for your character, as long as it does not attempt to grant your character a special in-game advantage such as noble birth, great wealth, etc. A good back story should explain how your character came to be in Ket and his or her motivation for adventuring. Check out the information about Ket on this website so that your character's back story is consistent with the Ket canon. Now it's time to go back to the Player's Handbook in order to finalize your choice of race and class, as well as selecting feats and skills, armour, weapons, and possessions as you fill out a character sheet. If you are a do-it-yourselfer, you can download a Living Greyhawk character sheet, available free from the RPGA website, and fill it out by hand. Or you can use one of a number of character generators to help you. There are several commercially available, and a number of others available for free on the internet. If you use one of these, make sure it can generate a D&D 3.5 character that conforms to Living Greyhawk rules. Finally, it's time to choose a name. If your character is Baklunish, you should be aware of the naming conventions amongst the Baklunish people of Ket. If you're having a hard time thinking up a name, here are 1170 Baklunish men's names, and 875 Baklunish women's names. There. Your character is ready to play. Show up on game day with your character sheet, and bring on the adventure! |