Site hosted by Angelfire.com: Build your free website today!
The Young Kingdoms
Home Page

Campaign Information
Character Directory
Directory of Names
House Rules
Lore
Magic
Religion
FAQ List
Links

Contact Us

House Rules Links
Advantages
Characteristics
Character Construction
Combat
Disadvantages
Equipment
Frameworks
Limitations
Martial Arts
Money
Packages
Perquisites
Powers
Skills
Talents

Character Construction

Unless otherwise specifically altered or contradicted in these house rule pages, the rules found in the 5th Edition Hero System apply at all times.

Creating New Characters

Often, when new campaigns are about to begin, the GM becomes excited about all of the possibilities: new monsters, new places, new magic items, new villains, and often, new player characters. The campaign goes well until halfway into the first adventure, when it becomes evident that many of the Player Characters have no motivation or desire to travel with one another, and the first scenario quickly grinds to a halt. Before too long, the GM's carefully created efforts are thrown aside as he tries to invent reasons/plots/desires for all of the characters to travel together in a somewhat peaceful manner. Meanwhile, the players that are "on-track" are sitting on the sidelines, waiting to get back to the "real" game.

Thus, it is far better for the players to create the reasons) that they travel/work/adventure together, and invent why they keep each other's company when the game begins. Then the GM can spend his time on the real campaign, with less negative group dynamics to worry about.

When you are creating new player characters, consider trying the following:

1. Make a personal tie with one or more of the other PC:  Contact other players for tea, and discuss each of your character's past. Are you from the same village? Did you fight in the Goblin Wars together? Are you related? Are you partners? Do you share a religion? Do you have a common enemy or hatred? Or, are you simply good friends? You probably get the idea. Ideally, this will increase your enjoyment of the game, and will make you inclusive to the party.

2. Invent a story or reason that you that you travel with your party, and why you will continue with this party.  In gaming, it is important to keep the group together, and sharing some common goals. It might be good to get together with the other players and talk about what this "great goal" might be. It doesn't have to be an earth shattering quest, or driving force in the character's lives. It just needs to explain how/why everyone travels together.

Does the party wish to make loads of money? Does the group want to discover why the Bleak Forest is haunted? Does your group wish to become the most famous in the Young Kingdoms?  Do you want to free your old hometown village from the vile overlord? Are you all hunted by the same common enemy? Do you wish carve out a kingdom for yourselves? Is it just safer to stick together? Are you all members of a circus/island guard/guild/house/kingdom? Do you all work for the same Guild master? Are you all "wanted men"? Do you share ownership in the same small, nearly bankrupt, rundown pub?

Keep in mind that this goal could evolve over time. Try to make new goals based upon conversation with the entire group of players. Perhaps before or after each adventure.

A good GM will certainly help create some new "hooks," but it is good to know what your group's (long term/short term) goal might be, and why you travel together.

3. Create some character flaws/faults.  Great, interesting characters are really defined most by their weaknesses, rather than their strengths. No one is really interested in the all-powerful knight, who is the strongest in the kingdom with the greatest magical blade, and the toughest guy around who has slain 35 dragons, etc. This is just been done so much, that it has become tired cliché. Instead, create a character who is an exceptionally talented swordsman, but is afflicted by self-doubt or acute shyness. Perhaps he doesn't really like to kill that much, since he accidentally killed his brother in a childhood accident. To kill now only reminds him of what he did to his brother, pulling up deep-rooted pain and remorse.

Faults and weaknesses also leave room for character development. Perhaps our remorseful bladesman may overcome his sorrow by finally freeing his family from a chronic poorness, and/or defeating his long-time foe. (But he just hasn't, yet.)

4. Give your character a past.  Where is she from? Who are her parents? What is her culture like? Is she a hick, or a sophisticated city dweller? Who are her friends/enemies? When did she leave her homeland, and why? What event has most colored your character's life? What is the greatest victory/and failure of your character? What has your character been good at/bad at?  How do all of these detail effect your character's current personality? Does this history give your character suitable room for growth and development? Is there some unfinished business in the character's past? A family tree might be interesting to do as well, complete with brothers, sisters, and heroic or vile ancestors. Remember that great characters are a journey.

5. Give your character some sub-goals.  Sub-goals are individual goals that tend to be compatible with group play, and don't necessarily require your characters undivided, relentless attention. If you make a character with such burning desire, you'd best build it with the other characters involved so that you all share the same goal, or that they understand and will wish to participate in.

If this isn't likely, than create sub-goals. Does your character wish to become a renowned hero? A great axe maiden? A leader of men? A simple farmer? Or does your character wish to learn something about himself, his amulet, or his real family history? Does you character wish to regain her social status, or just remove her family curse? Many, many sub-goals are possible. Vengeance is a sub-goal that can be utilized, but it requires some care. It tends to be rather heavy-handed, and it implies relentless drive to really be believable. It may actually be too strong to use as a suitable sub-goal.

6. Give your character a quote.  Distill your character's personality into a flavorful quote. You don't have to use the quote in every sentence or adventure, or really ever. The idea is to get the spirit of your character down, so that you can remember her in just a moment, and easily speak like her.

7. Document your findings.  After all of this work, it is really helpful to document what you've created. It does little good if your character has all of this detail, but you don't remember very much about it. I'm not talking about writing a novella, a short story or even a report. (Though it would be interesting) Make a list of your characters traits, goals, enemies, past, faults, goals, etc. This shouldn't take too long, and can be understood at a glance. Fill out the entire character sheet so that you can refer to these details whenever you'd like.

8. Keep a journal.  Soon after each game session, document your adventures, making and keeping lists of people, places, vessels, friends, foes, and even defeated foes. All of these experiences and adventures, along with your character's past, weaves a tapestry of what ultimately becomes your character's personality.

A character log, that is from the character's point of view, is also a terrific way to document your character. Opinion is paramount here. Everything should be tainted by your character's personality and experiences. They don't have to be parallel to your own, either. It is fascinating to read though the logs, and get a real flavor for the character, and the world that he/she lives in.

Starting Points

Most campaigns begin with player characters that are at the beginning of their adventuring careers.  This is the standard starting point for all campaigns.  However, with approval an individual GM may run a campaign in which characters begin with more experience under their belts.  The limitations given below are for brand new, starting characters:

  • Starting Point Totals: All new characters start with 75 Character Points to spend, and up to an additional 75 points in Character Disadvantages for a total of 150 points maximum.
  • Skill Maxima: Maximum skill level for beginning characters, including the base Characteristic roll and any Overall levels, is 14 or less.

Character Race and Culture

Currently, characters may be a Dwarf, Halfling, Half-Orc, Human, or Orc.  Specific campaigns may place restrictions on which specific races are allowed for player characters.  Skill packages for each race may be found on the Packages house rules page.  In addition to race, players must decide if their characters are part of the Imperial culture or a member of one of the barbarian races.  The character's culture determines its native language and Everyman Skills.

The Imperial Races: The Imperial Races are all of those who currently live in those areas once ruled by the Empire, and in the Young Kingdoms specifically.  As can be ascertained by the name, the Imperial Races are made up of several different peoples.

The language of the Empire, Auld Taoric, is spoken throughout the Young Kingdoms, and is still the native tongue of most people born in the Young Kingdoms.  Of course, because of the size of the empire and the number of societies that were conquered by the Empire, dialects are common, and accents can vary widely.  A Choyen and a Barind, though both fluent speakers of Auld Taoric, can easily find each other totally incomprehensible.

  • Aateni: The Aateni are native to the forested islands of the EasterSea Coast between Last Port and Calafia.  The Empire invaded and assimilated those Aateni living on the islands of Tan Aaten, Tan Dimor, and Tan Prado.  Aateni living on the other Aaten islands remain barbarians.  Aateni are of medium height, averaging 5'7" to 5'9.  Their skin is deeply tan; their hair ranges from light brown to blonde, with the occasional redhead.  Black hair is almost never seen.  Aateni eyes are either blue, green, or violet.  Never anything else.

  • Barind: The coloration ranges of the Barind's is perhaps the most limited of all the races of human.  A typical Barind has brown hair, brown eyes, and fair skin.  Black hair and eyes is also sometimes seen, but redheads, blondes, and any other eye color is unknown among them.  They tend to be shorter and slighter than the other humans as well, with both sexes being within 5' even to 5'5 inches in height.  The Barindian language is still spoken in some of the more rural villages of the northern EasterSea Coast.  Indeed, some secluded Barind villages were bypassed by the Empire and never felt the touch of Taoric rule.

  • Choyen:  The Choyen are a tall, handsome people with dry black hair, dark eyes, and yellowish-brown skin.  The average height of a Choyen is 6'.  They tend to have high foreheads and narrow faces, making them look slightly feral.  The Choyen are native to the plains and forests lying along the north of the Ravenwood, and between the Ravenwood and the Great Mother River.  When initially discovered by the Taoric armies, they were still living as semi-nomadic hunter-gatherers, using flint- and bone-tipped weapons.  Their conquest by the Empire brought them modern technology, true cities, and agriculture.  The Choyen still tend to shun metal armor, preferring instead to wear reinforced leather.

  • Durindan: The Imperial dwarves differ greatly from their barbarian cousins.  The dwarves, when first conquered by the Taors, were a rebellious people determined to keep their way of life.  In reaction to this, the Empire forcibly relocated and separated the dwarven clans.  They were forbidden to practice their own religions and customs, and were required to adhere to the religion and customs of their human conquerors.  After three thousand years of this, the Imperial dwarves are quite assimilated, and are happy to be so.  They show as much pride at being the descendents of Imperial citizens as any human would.  Like all dwarves, the Imperial Durindan stand between 4' and 5' tall, are broad across the shoulders, and are thickly built.  Despite his height, a male dwarf often weighs as much as a full grown human.  Their hair color runs toward the darker shades of brown, gray, and black, with red sometimes occurring.  The yellowish blonde hair found among humans and halflings simply never occurs.  Durindan skin ranges in tone from tan to dark brown.  Eye color is almost always brown, black, amber, or gray.  It should be noted that Durindan follow standard Imperial customs regarding beards.  Durindan can be found in nearly all of the Young Kingdoms.

  • Jaris: More than any of the other Imperial Races, the Jaris have managed to retain their original native culture... or at least most of it.  There are some who speculate that this is because, as a race, they tended to cooperate and collaborate with their Taoric conquerors rather than resist them.  The Jaris are a tall people.  They are broad-built, though not so much as the Chayk, who remain the largest of all the human races.  Heights less than six feet are rare among the Jaris, regardless of sex.  The Jaris are most notable for their skin color, which ranges from a deep umber to a bluish-black.  Hair is either dark red, dark brown, or black, and eye color is similarly brown or black.  Every now and again a Jaris will be born with gray eyes and white hair (always in that combination); custom says that such people are destined to perform some great act on behalf of the gods.  The Jaris are native to the desert and scrub along the southern coast of the Sea of Horses, as well as the multitudes of inhabited islands found on that body of water.

  • Lemenari: Lemenari have hair that ranges the spectrum, with the exception of black, and their skin ranges from olive to dark tan.  They are as short as the Barinds, averaging between 5'3 and 5'6, but are built strongly.  Eye color can be blue or green, but is most common as a dark brown.  The Lemenari speak their own language amongst each other, reserving Taoric as a way to communicate with other peoples.  They are native to the islands of the Lemenar Archipelago, southeast of the Easter Sea coast.  Lemenari begin with the Lemenar and Taoric languages.

  • Ormuz: To those for whom the Goblin Races are nothing more than inhuman monsters bent on the destruction of the world, the Ormuz are something of an enigma.  They began as a small group of orcish villages which got caught up in the sweep of the Imperial army.  Rather than being obliterated, they became just another subject population; as subjects of the Empire, they thrived, learned, and became civilized.  The Ormuz stand anywhere between six and seven feel tall, and tend to be heavier than humans.  Their skin is dark olive to dark brown in color, though their eyes range the entire spectrum.  Hair color is always dark... meaning almost always black.  Most humans find them ugly, but since the Ormuz hold the same opinion of humans, it evens out in the end.  The Ormuz live alongside humans in any community with more than a few hundred people.  They also live in their own villages, but have no nation to call their own.  Most Ormuz have never learned to speak any of the native orcish languages.

  • Ostrali: The Imperial halflings live up to the image most players have of such people.  They stand between 3' and 3'6" tall, and are built to proportion.  Their hair color is usually dark, with brown being more common than either black or auburn.  Eye color ranges anywhere between blue and green to brown, with black being very uncommon.  The Ostrali can be found living alongside any of the human races.  They tend to live in segregated areas within larger human communities, rather than having their own separate towns and villages.  Ostrali begin play knowing how to speak Taoric, as well as whatever human ethnic language is common to the culture in which they are living.

  • Silde: The Silde tend to be thickly built, and of medium height.  It is rare that one find a Silde, male or female, who is taller than 6' or shorter than 5'9".  Hair is usually gray, pale blonde, or light brown, while eye color runs to the darker shades of brown, gray, or green.  Their skin is the palest of all the human races, looking almost as white as fine porcelain.  The Silde, existing as they did on the far western reaches of the Empire, knew the rule of the Taors for a shorter time than all of the other Imperial races.  Their native culture is surprisingly intact, to the point that most Silde do not even speak Taoric.  The Rostok hold the Silde in contempt as weakling city dwellers who gave up the life of the open plains for the corrupt life offered by the Empire.  For their part, the Silde consider the Rostok to be murderous animals not worthy to be called "human".  The truth is that both groups are the same people:  the only true difference is that the Rostok live as nomads, ranging their herds across the Great Empty, while the Silde are city builders.

  • Taors: Taors tend to have brown hair, with occasional redheads and blondes occurring.  Their skin tends toward an olive complexion, and their eyes are blue, brown, or hazel.  Taors stand between 5'4 and 5'9, and tend toward slim builds.  Once, it was quite easy to tell the Taors from the non-Taors.  However, the spread of the Empire introduced Taoric blood to the other Imperial races, so that in modern times there are many a person who claim to be Taoric but who are of obviously mixed heritage.  The Taors originated along the northern coast of the Sea of Horses, where that sea meets the EasterSea.

  • Vos: The Vos are a semi-nomadic folk who travel go from place to place putting on performances, trading wares, performing the odd service, and basically ripping off everything they can get their hands on when they think they can get away with it.  They aren't always well-liked, and have a general reputation for being a pack of untrustworthy bandits who'd slit your throat if the price is right... While this isn't entirely unfounded, its not totally the truth, of course.  A Vos would much rather use guile and trickery to separate a mark from his money than resort to banditry.  Honor is important to the Vos, but its conditional.  Once their word is given, its as solid as a rock... but until then you shouldn't trust them as far as you can throw them.  Once you are befriended by a Vos, he is your friend forever, unless you do something that dishonors him or betrays him in any way, in which case you've just bought yourself a serious enemy.  The Vos are a darkly colored race, with skin the color of a penny and hair that ranges from black through the various shades of brown to auburn, but never really truly red).  They're slimly built, but muscular, and men and women both tend to average just over six feet tall.

The Barbarian Races: While the Imperial Races share a common culture, the barbarian races are distinct and separate.  They are referred to as barbarians by the Imperials, regardless of their actual level of civilization.

  • Chayk: The Chayk tribesmen generally have blonde or red hair, with fair skin and blue or green eyes.  Among those Chayk who live close to the Choyen, darker hair, eye, and skin shades are sometimes found.  Chayk are the largest of all the human races; a Chayk man who stands less than 6'6" tall is considered a runt, and men of 7' are commonplace.  The Chayk barbarians make their living as marauding seaman, boiling out of their villages and towns on the Iceclaw Peninsula and the Ice Islands in the far north of the EasterSea Coast.  Chayk men consider beards a mark of adulthood, and within Chayk society, only the very old may shave theirs without inviting ridicule.  The Chayk language has a written component, though generally only heralds to the tribal chiefs and the priests know how to utilize it, so most Chayk are illiterate.

  • Khazak: The dwarves of the mountains and caves, this ancient people look as if they were hewn from the rock they live in.  Khazak stand between 4' and 5' tall, are broad across the shoulders.  Barbarian Khazak are darker in color than their Imperial cousins, Imperial Durindan.  Their hair is black or burnt umber, while their skin is the same reddish shade as cinnamon.  A Khazak man are expected to grow a beard.  His beard is the mark of his honor; he braids marks of his deeds into it in the form of gems, feathers, beads, and other small trinkets.  The loss of a beard is a social punishment never willingly undertaken by a dwarf.

  • Kuzko: For thousands of years, the Kuzko did what seemed impossible: they avoided being conquered by the Empire.  They did this by living in the high mountain valleys of Gallesgna and Soravia, keeping to themselves and not drawing attention.  Rarely did one venture out into the greater world.  With the fall of the Empire, things changed.  The Kuzko have skin colors in various shades of reddish brown, and their hair tends to be black, red or brown.  Their eyes are almost always gray, and when not are green.  They favor bright colors with stripes on clothing, and knee high boots on men.  Traditionally, an adult male Kuzko shaves his head, except for two curled locks at each temple.  This is combined with a full moustache to make a truly impressive picture.  Women tend to wear wimples over their hair when they are in public, and favor ankle-length skirts.  Kuzko gain no special bonuses or penalties.

  • Nerulk: The wild halflings of the Young Kingdoms are similar to their Ostrali cousins.  They rarely leave the safety of the deep forest, preferring to live among the trees.  It is in this way that they remained free of Imperial domination despite living in the heart of the Empire.  Nerulk are of a darker cast than the Ostrali; their eye color is almost always brown or black, and when its not its gray.  Hair color is always black.  Both genders of Nerulk average between 2' to 3' in height.

  • Orcs: Non-Imperial orcs fit the stereotypical view of the Goblin races:  savage, murderous barbarians that sweep out of the mountains intent on the destruction of civilization.  Like Ormuz, barbarian orcs stand anywhere between six and seven feel tall, and tend to be heavier than humans.  Their skin is dark olive to dark brown in color, though their eyes range the entire spectrum.  Hair color is always dark... meaning almost always black.  Most humans find them ugly, but since orcs hold the same opinion of humans, it evens out in the end.

  • Rostok: Like their cousins, the Silde, the Rostok horsetribes are thickly built, and of medium height.  They share all of the Silde's physical characteristics save skin color:  the Rostok tend toward a light tan in color.  Rostok men do not grow beards, but rather wear long, impressively kept handlebar moustaches.  Rostok see most city-dwellers as weaklings, but hold special contempt for the Silde.  Rostok begin with the Silde language.

Magic

Players intending on building a spell caster should read the rules regarding magic before doing so.

Magic Items: Starting characters may begin with magical items if the GM allows.  All such items are purchased with character points, and must be built with the Independent limitation.

This site is best viewed using the Magic Cards font.

The Young Kingdoms PBEM Universe and the World of Taranche are copyrighted to Jack and Rebecca Butler, and is their solely owned property.  The Young Kingdoms PBEM Universe and the World of Taranche, and all of the campaigns therein, are works of collaborative fiction.  All the characters and events portrayed here are either products of the authors' imagination or are used fictitiously.  Except where otherwise specifically noted, the Young Kingdoms PBEM Universe and the World of Taranche, all Young Kingdoms characters, and all stories included therein are Copyright 1999, 2000, 2001, and 2002 by Jack and Rebecca Butler with all rights reserved under International Copyright Convention.  Submitting material (such as but not limited to character submissions, background information, and artwork) for inclusion in the Young Kingdoms PBEM Universe and the World of Taranche grants Jack and Rebecca Butler the right to use that material as they wish, in perpetuity, within the confines of the Young Kingdoms PBEM Universe and the World of Taranche. The submitter does not give up the right to use the material in ways unconnected to the Young Kingdoms PBEM Universe and the World of Taranche.  This website was designed by Jack Butler, and is maintained by Jack Butler. Unless otherwise and specifically noted and with the exception of player characters which are the creations of their respective players, all material on this site is the creation of Jack and Rebecca Butler.  No material on this site may be posted or published elsewhere without the express written permission of Jack and Rebecca Butler.  Fantasy Hero and the Hero System are registered trademarks of and are copyrighted by Hero Games, Inc.  No challenge to any trademark or copyright is made or implied by this site.