The following is a list of the various character creation rules sent out to my players, lightly edited to remove a few asides:
We will be using the E6 (Epic 6) rules modification to the 3.5 system. What that means is that characters only progress by level through level 6th with further experience resulting in additional feats, personal magic capped at 3rd level spells, magic item creation capped at 6th level for creation feats, and some curtailment of monster power in the campaign (you won’t be fighting any titans unless I’m a horrible dick). By the way, there are mechanisms within E6 to give 6th level characters access to some higher level abilities through feats, ritual incantation rules, or whatever; some of this will have to be adjudicated when you reach that point if the E6 rules don’t already cover it, but it is part of the charm of the system.
Core 3.5 Classes Allowed
Barbarian, Bard, Druid, Fighter, Ranger, Sorcerer
*Variant core classes and alternative class options (e.g., from Unearthed Arcana) will be considered on a case by case basis.
Other 3.5 Classes Allowed
Beguiler (PHB II), Binder (ToM), Duskblade (PHB II), Factotum (DgSc), Healer (MH), Hexblade (PHB II), Scout (CAd), Shaman (OA), Spirit Shaman (CD), Warlock (CAr)
*After the campaign starts and as you advance in level, you may discover others in the world w/ backgrounds in other classes (e.g., cleric, rogue, wizard, etc). Depending on in game circumstances, you will then have access to those additional classes for your later progression if you wish.
Start at 1st level w/ full HD and 0 XP
Each character starts with Steppe Common, which you can speak but not read/write. Leave any extra language slots empty; you will fill them as the campaign progresses, and you discover new languages to learn. During our first session, I will be awarding three additional language/script competencies in Agadian, Khurrite, and the wedge form Im’sarra script to two different characters, depending upon background.
*Language Exception: if your character background is not from the tribe (e.g., you originally came from Khamaz but exiled yourself into the Sea of Grass for some reason), you will have access to other languages to fill at start. Drop me a note ahead of time.
*Here are some sample names for the Sea of Grass region. If you want further verisimilitude in your names without using this list, poke around on the Internet for ancient Turkic, Scythian, Tocharian, or Urartian (i.e., Armenian) names, as that’s what I’ve been using.
Sea of Grass Name List
All PCs start with the following standard Equipment Kits:
*Adventure Kit: Backpack, bedroll, belt pouch, flint & steel, trail rations for 7 days, sack, a traveler’s outfit, 3 torches, waterskin, and whetstone.
*Weapons Kit: 1 suit of light armor (if allowed by class); 1 simple weapon (melee or ranged, not both – if relevant, weapon material is copper); 1 martial weapon (melee or ranged, not both, if allowed by class and or feats – if relevant, weapon material is copper); and either: 1) a light wooden shield; or 2) a ranged weapon of your choice (note: ranged weapons using ammunition come automatically with 1 standard ammo set at start).
*Please Note: As a campaign using a transitionary Bronze Age/Iron Age technology level, there are a number of different metal types that weapons can come in. The metals, ranked in order of strength and frequency, are: stone/bone; copper; bronze; iron; steel. All weapons with metal that you start with during character creation are copper weapons, which have neither bonuses nor penalties.
Then select one of the following Item Kits for your character to represent your starting personal wealth (if you wish to personalize some of the more esoteric items listed below, just ask me):
*Knowledge Kit: Light horse w/ bit/bridle & riding saddle; a small package of ancient knowledge handed down through your clan (choose either 1) 2 small clay tablets inscribed w/ Im’sarra script, contents unknown; or 2) 3 sheets of rolled papyrus inscribed w/ Kemetese glyphics, contents unknown); 1 weatherstone; and a small bag of lapis lazuli gemstones (A).
*Warrior Kit: Light warhorse w/ bit/bridle & military saddle; 1 bronze simple weapon (replace one copper simple weapons w/ a bronze one); and either 1) a small shell necklace (A), stained w/ blood, taken from the neck of a long dead enemy, handed down in the clan to the lead warrior; or 2) the preserved claws of a large, dangerous animal (your choice).
*Mysteries Kit: Light horse w/ bit/bridle & riding saddle; small lead case containing 5 clay bulla jars w/ alchemical substances (choose either 1) 1 Alchemist’s Frost, 2 Beastbane Salve, and 2 Firesnuff; or 2) 1 Alchemist’s Fire, 1 Firesnuff, 1 Purifier Drops, and 2 Snappowder); 4 glass ingots, weighing 2 lbs each; and either 1) a small mirror of polished bronze; or 2) a small bag of crystals and rocks (for mediation or rituals or just because they’re pretty, your choice).
*Enterprising Kit: Light horse w/ bit/bridle & riding saddle; 1 masterwork tool (choose one item from the Adventuring Gear sub-table of the Allowed Equipment Chart in Dropbox or a masterwork tool appropriate for crafting); 50 ft hempen rope; 2 blessed bandages; and either: 1) 1 small pair of carved granite dice (A); or 2) 1 small sack of freshwater pearls (A).
Featured Image: Untitled Image of the Ruins of Nisa, Turkmenistan by Justin Barton, used by Creative Commons license.