The first chapter after the intro introduces (or reintroduces) the species and classes from the AEC, as well as new ones, and talks about how they're incorporated in the Bluestone Isles.
The fun thing about the fact that various islands and clusters out there is that they all reestablished themselves over generations after The Sorrow in pretty strict isolation. What this means is that on each island set we can change up the species, the classes, and even what bonuses/class allowances the same species get from island to island (races/ethnicities for everyone, not just the elves!). So while dwarves in one cluster may have access to say, the cleric class, other dwarves that don't worship gods on another island won't have that option. The other nice thing about this that we can make distinct and different species/races to play, without having to create 400 different intelligent species running around on one world (which always seemed weird to me)
We may even do humans with slight bonuses or class restrictions, seriously, crazy I know!
Now, much of this won't apply for Bluestone, as its an introduction to our world and a "Basic" cluster for the setting. We don't want to go too crazy and different from the AEC, but we're not going to keep it exactly the same either.
For instance, the PC species for Bluestone comprises of the following:
Dwarves
Gnomes
Kobolds
Lizard Folk
Humans
See, slightly different.
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