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Frothgar
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Draft of character guidelines


Rogin Character Guidelines.
Frothgar


Regular characters
The Rogin was founded with no race or character restrictions besides those outlined in the Primary Dagorhir Rulebook. Dagorhir certainly has its fantasy aspects. The origin of which is of course is the writings of JRR Tolkien. But by setting no boundaries we open the door to the ridiculous. Half demon , half vampire, ¾ badgers may make good anime (Frothgar denies the existence of “good” anime) but it pushed the envelope of reasonability in Dagorhir.
Therefore, to preserve a certain sense of “believability” in our characters, our Unit, and our Game we establish the following limits on character creation.

Origins-
People in the Rogin would tend not to be of an overly extraordinary origin. The current king of a realm would therefore not likely be a very workable character choice. Though the chance exists of course for some one of high and noble birth to fall on hard circumstances and lead a simple life.

Race-
Convincing portrayal, feasibility of racial abilities, (more here, lizardman? Cat people? Kahjit?)

Ability-
A fighter’s ability should be tempered in reality. A freshly recruited rookie would have a hard time convincing others that he was the deposed king’s champion fighter. This is pretty much a judgment call on the part of the fighter. Try to have your in game abilities be on par with you actual skill level in the game. So don’t try walking around calling Legolas and Robin Hood amateurs when you can hardly nock an arrow to string in under a minute.

Magic-
Dagorhir has very little magic involved in it. The occasional battle with healers or with legendary weapons being two prominent examples. In the world in which Rogin exists some magic is present. But magic would be scarce, limited, and come at a fairly high price. Picture the level of magic existing somewhere between a low-magic D&D campaign and Robert E. Howard’s (creator of Conan) Hyborian age. Sorcerers in Howard’s world were emaciated corrupt individuals. Their power stemmed from dark gods and forgotten, ancient beings. And even then their power was often subtle. They would influence the mind or a characters perception rather than hurl bolts of lighting and raw energy. Low magic D&D is much more expansive compared to Howard. (more here?)
For storyline purposes some magical ability is permissible. But anyone looking to create and adopt a magical character should be aware of the limited scope magic has. Some examples: given a week’s notice a team of about 5 druidic styled characters could begin and carry out and elaborate ceremony/spell that would call up a thunder storm. The effort would leave all involved exhausted for several days. Alternately a character based on a D&D Cleric could restore life supernaturally to her commander who had fallen in battle very recently (within a half hour). The effort would leave both the cleric and patient in a coma lasting several days.
Other things not really supernatural might be considered a form of magic in Rogin. Blending herbs to make medicine would not be considered blending chemicals together, but blending life essences or souls of the plants.

Alighnment-
Ones world view on the nature of good and evil is rarely simple. Categorizing things neatly into sections works for Role-playing games, but is unnecessary in Dagorhir. That being said the Rogin would tend to attract a certain class of temperaments and personality. A Rogin fighter will often be bitter, disillusioned, and angry at the civilized world, but rarely thoughtlessly destructive. Being a part of the Rogin community, where cooperation and patience are necessary for survival, would not allow for such behavior.


Running through these aspects of character is the common thread of (blah). In Dagorhir your character is what you make it, not what your character sheet makes you. Basically your character should not be able to do something that you cannot, or what cannot be reasonably simulated in game.


Alter ego characters

As these character are only going to come out every so often, in storyline battles or on alternate reality battle days, they can be much more fantastic and powerful.

These character would be seen as villains, characters we could pull up in storylines to be the bad dude.

MOAR!!

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Frothgar, The Rage of the Winter
Chieftain of Rogin.
2/23/2008, 7:02 pm Send PM to Frothgar AIM
 
dudeman499
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Re: Draft of character guidelines


Is it in the realm of possibility that a character sailed from Germany on a small sailboat, ended up here, and decided to join up with the Rogin for reasons of revenge?

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Meine Name ist Grausam der Strumm. Ich werde du umbringen.
3/12/2009, 4:18 pm Send Email to dudeman499   Send PM to dudeman499
 
Frothgar
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Re: Draft of character guidelines


wow, i totally forgot i had put this here. i really should finish this document.

but to answer your question, yes, that sounds reasonable.

i like to think of dagorhir as a kind of linking of worlds. like in the first Turok game, ya know, with the portals to all the diferent worlds in the lost land. Dagorhir links to all these real and fantasy worlds. and that gives us a lot of freedom in character creation.

later





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Frothgar, The Rage of the Winter
Chieftain of Rogin.
3/12/2009, 9:48 pm Send PM to Frothgar AIM
 


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