Let's analyze how discrimination is treated in our campaign for Pathfinder, The book of invasions, and how this affects character creation in the new one Player's Guide.
Although it may appear as an unimportant topic, from recent discussions born in the Italian role-playing community, I consider it necessary to write this clarification.
The treatment of racism, sexism, homo-transphobia and various social disparities in role-playing games is a very complex. It must be treated with caution and awareness, since there is always the risk of simplifying and trivializing a very delicate topic.
In this article, I would like to talk about how social discrimination and gender roles are treated in it The book of invasions, and how this relates to the mechanics of Pathfinder. Is there sexism in Hibernia? Is there homophobia? Or are there other types of discrimination?
SPOILER: There are other types of discrimination that need to be taken into account, but we'll talk more about it later.
The book of invasions is our campaign for Pathfinder, which we have presented Thu and whose setting has been exposed Thu. The argument of discrimination is also inspired by the publication of the second content of the campaign published in the our Patreon, or the Player's Guide. This small document will guide (precisely) the players of the campaign to the choice of the Races and Classes of the characters.
Discrimination and gender roles: a matter (also) of mechanics
As you well know, there are games specially created to explore these issues, such as Bluebeard's Bride e Sagas of the Icelanders (which we did try at Genderplay). In the same way, there are games that find themselves facing discrimination in the settings in which they are set, as is the case with Warhammer and Vampiri (on whose new edition we wrote Thu, Thu, Thu, Thu e Thu!), but without these issues being the heart.
Anyway, in general we can see games that make the treatment of discrimination and gender roles its core, thus also developing specific mechanics to manage them. On the other hand, they exist games that can possibly deal with these issues without having them as their core content.
Pathfinder and consequently our campaign specifically created on this system, The book of invasions, are part of the second category.
Medieval setting and discrimination: historical reality and game reality
As you will know by now, The book of invasions is a campaign set in a fantasy setting inspired by XNUMXth century Ireland. C., therefore early medieval.
Now, generally fantasy novels and role-playing settings inspired by our European Middle Ages tend to tread enough the hand on the disparity of rights between men and women and on the general discrimination and intolerance towards homosexuality and transsexuality (of which practically not even have the concept). Game of Thrones (here are the reviews at 8 × 01/02/03/04!) is a fairly striking example of this in the early seasons. However, even here it becomes immediately clear how women, behind the scenes, have a great influence on their men.
However, it should be noted that in some games in various role-playing games, we still hear that female characters can't make party decisions just because they don'tand or who are perpetually at risk of rape. Why? "Because we are in the Middle Ages and things were like this". Don't believe it? Some testimonials spoke about it in the search for Women, dice & data on the types of discrimination in the world of the Italian RPG, of which we have spoken Thu.
The problem with this mindset is the fact that you don't just base your assumptions on a Fantastic Middle Ages that do not correspond to the real one, but also and above all that the social conventions of our Middle Ages do not necessarily have to be applied to the "Middle Ages" that we play in Pathfinder. After all, in our Middle Ages there were no wizards throwing fireballs.
So to avoid misunderstandings, I would like to point out that in the setting de The book of invasions, despite the inspirations of early medieval Ireland, there is no gender discrimination or institutionalized homo-transphobic discrimination.
Sexism: also not
This means that by law the generally of the person does not affect his status as a citizen, his right to inherit property and his ability to have leadership roles. Hence, women have equal rights compared to men, they can have and inherit possessions and they can hold leadership roles: no gender discrimination, in short.
Indeed, ne The book of invasions we will find many women in positions of power. To quote Éire, we will have a whole series of regional queens, such as Meath and Connacht, while the Ulaid are led by a woman.
Also many key characters in the plot are women, or non-binary people. The latter, in particular, are also part of the people of the Material Plan (including human beings) and have not been relegated only to the beings of the Bestiario, as sometimes happens.
Homo-transphobia: also not
In turn, non-straight people are not excluded from society, nor are they outlawed, but they are well integrated and can have children, now thanks to magic, now adopting the orphans of the community. Their adopted children will be able to inherit as if they were natural children.
instead, non-cisgender people, therefore transsexual / transgender (we talked about Thu of difference), genderfluid, genderqueer, agender or non-binary, they are not viewed with suspicion or as aberrations. In fact, in a world where Aberrations exist and are a type of monster (of which the Fomorians are part), a person who does not recognize himself in his biological sex is an event that goes unnoticed.
In short, no discrimination based on sexual orientation and gender identity.
Why specify these aspects and how do they decline in the game?
I already know that there will be people who will turn up their noses at the sight of this article: "but what's the use?" "But why do you have to specify, it is OBVIOUS!". Well, from what I have been able to read from the testimonies of discrimination for the DD&D study, of which I have edited the linguistic section, it is not so obvious.
First of all, there are campaigns where gender or homo-transphobic discrimination might be interesting to play. If these themes are an integral part of the plot and add something, they can be easily dealt with. Provided of course that you know how discrimination and gender roles work: nothing is beautiful, if described with ignorance.
But this is an Irish setting campaign, in which we want to tell an epic adventure, the ethnic tensions between different peoples and the fundamental difference between monsters and people. Gender / homo-transphobic discrimination doesn't have much to do with it. A lot of meat is already being put on the fire, as will become clear from the next one Master's Guide (with all the background!), but also inserting this complex range of delicate issues, in my opinion, is excessive. Moreover, it adds nothing to the plot: it's just more discrimination thrown there for "historical realism" and to make it more grimdark.
Then, ne The book of invasions these types of discrimination do not exist, because they are not needed. Also, personally I sometimes like to read or play stories of historical inspiration in which I don't have to put up with the usual sexism and the usual homo-transphobia.
What does this mean for the game? That if you want to play women, non-straight people and non-cisgender people, you won't have to experience plot-level sexism or homo-transphobia. Nor should masters enter situations in which you suffer discrimination for your gender or for your sexual orientation. Then oh, the masters are free to do as they like, but know that they originally did The book of invasions these types of discrimination are not foreseen.
Ethnic discrimination The book of invasions: how does it work?
If you don't have to worry about your PC's gender or sexual orientation when creating your characters, you need to pay some attention to their characters. Razza and theirs region of origin. These two factors, in fact, will influence the way you will be seen and treated in the various places of Hibernia, with the consequent types of discrimination you will suffer.
Let's see the matter in more detail!
Breeds: a historical discrimination
We are quite accustomed to taking for granted that different races form separate realms and look at each other with suspicion, joining forces only to counter some common threat. Ne The book of invasions I preferred to take another path.
As mentioned in the Guide to Setting and this Article The book of invasions is inspired by Lebor Gabála Érenn, which chronicles the mythological hold of Ireland. The protagonists of these repeated invasions they belonged to different peoples, and this concept was also taken up for this campaign.
As a result, Hibernia was colonized by five large groups: the Megere, the Fomori, the Fir Bolg, the Tuatha Dé and the Exiles.
Megere, Fomori (= the Fachen of Bestiary 4) and Fir Bolg (= i Firbolg of Bestiary 5) are groups of people from only one Race, although the Fir Bolg then ethnically split between Ulaid and Pecht.
The Tuatha Dé, on the other hand, are composed of a multitude of Sprites, from which the Gnomes.
Finally, the Exiles are a heterogeneous group of Humans, Elves, Half-elves, Dwarves, Mezzorchi and Halfling.
Colonists VS colonizers, more than Race VS Race
Good blood does not always flow between these five groups of colonizers, as years of wars of conquest have left their mark, resulting in discrimination on a historical / ethnic basis.
The Crags have always kept aloof, but recently they have made an alliance with someone, which will be discussed in the Master's Guide. The Fomorians have always been warlords fighting against the world and have no allies whatsoever, but they are bitter enemies of all.
The Fir Bolg have been subdued by the Tuatha Dé and for this reason they have no sympathy for the Goblins. However, the Ulaid befriended the Gnomes of Éire, and the Pechts sealed an alliance with the Exiles of the Argyll Concordat.
The Tuatha Dé, once their Nine Kings and Queens disappeared, separated into many independent communities, although they are formally under the control of the three Fairy Lords. Generally, each species of Goblin relates to other Races in a different way, but conflicts with Exiles and Fir Bolg arise very easily, while Gnomes tend to relate more easily to their distant relatives.
The exiles, in their heterogeneity, have different relationships and types of discrimination with other peoples, on the basis of policies of the various kingdoms in which they split.
This means that in Hibernia, ethnic / racial discrimination applies only if a specific group of colonists also corresponds to a Race (e.g. Fir Bolg and Gnomes).
In the same group of colonizersInstead, the Race has no weight in discrimination which is suffered by members of the same migratory wave, or by other colonizing groups. Hence, Dwarves and Elves, or Humans and Halflings do not hate each other, unless they belong to two rival realms; in that case, they would hate each other not on a racial basis, but on a political-ideological basis. In short, among the Exiles, there are no racial discrimination.
Realms and rivalries: magic as a source of discrimination
As we said, there are tensions among the people of Hibernia, but these tensions are not so much on a racial basis, but on the basis of belonging to a wave of colonizers. However, with the arrival of the Exiles, another reason for discrimination has been added: the magic.
Since they escaped from a slave empire led by arcane spellcasters (Magicians, Sorcerers, Magus, Arcanists, etc.), many of the Exiles look at least with suspicion on those who practice arcane magic. As a result, most of the Exiles look suspiciously at people like Gnomes and Leprechauns, who are naturally inclined for this type of spell.
However, some Exiles have taken suspicion and resentment of magic to another level, removing anyone who exhibited magical powers, including divine spellcasters (Clerics, Druids, etc.).
From this tension, on different levels, against magic comes the strongest type of discrimination of Hibernia.
Kingdom of Gwynedd: Enchanters are not welcome!
As was explained in the Guide to Setting and this article of presentation to the campaign, the Gwynedd was born from Exiles who rejected magic in all its forms. In reality, then, this hostility was also ridden by those Exiles who once, before the Empire of Astra, formed the landed nobility and who now did not want to share power with the powerful orders of Clerics and Paladins formed on the island of Prydain.
Thus, Gwynedd is the only State of the Exiles to have a real monarchy, it is located on the barren hills north of the island of Prydain and is dominated by a knightly nobility. And, of course, all spellcasters are not welcome in these lands. Not that those with magical powers want to go on vacation to Gwynedd, but surely this hostility is a problem for the poor spontaneous spellcasters (Sorcerers, Wrathful of Breeds, Arcanists, etc.) who have the misfortune of being born in this kingdom.
Ergo: if you want to make a arcane or divine spellcaster coming from the Kingdom of Gwynedd, remember that your PC may not have had an easy time there. Maybe that's why he left? And if you do a non-magical PC, how will you deal with the PCs and NPCs from other regions, especially if you are spellcasters?
Also keep in mind that the Gwynedd fought against the Exarchate of Bernicia, so the people of the kingdom will have grown up with the stories of the conquest of independence against the evil Six Orders. If you do a PC from the Gwynedd, then, how will you deal with another PC (or NPC) from the Exarchate? Will you conform to the rhetoric of the ruling class (composed mainly of Knights), or not?
Exarchate of Bernicia: in the sign of the Nine, against the arcanists
The Exarchate of Bernicia is ruled by the Six religious orders, dedicated to Lugh, Brigid, Aengus, Manann, The Dagda and Nuada, that is, the six non-evil deities among the Nine. The Six Orders, after the landing of the Exiles, have become an important point of reference for the population, given their healing powers and their efficient organization. This ultimately caused the religious to take power into their own hands, sparking the rebellion of the nobles and the split between the Kingdom of Gwynedd and the Exarchate of Bernicia.
Precisely to be ruled by divine spellcasters (who were persecuted by the Empire of Astra), therefore, the Exarchate of Bernicia is in turn hostile towards arcane spellcasters. And precisely because the Chieri and Paladins in command generally try to form an orderly society and make the entire territory of the Exarchate habitable and cultivable, the conflicts with the elves they are on the agenda.
So if you create a PC from Bernicia, you will have to deal with this company. The arcane spellcasters natives of the Exarchate will have hardly had an easy time, and perhaps they will be suspicious of the Clerics and Paladins of your party. And, in this regard, generally in Hibernia the members of these Classes (Clerics, Paladins and Fighting Priests) are formed precisely in Bernicia: you are Believing exiles o Converted gnomes to the cult of the Nine (whereas for the Éire Gnomes the Nine are only historical sovereigns and not gods)? How will you deal with the peoples of other States and with the arcane spellcasters you will meet? And what will you think of the PCs or NPCs from Gwynedd? How are you going to deal with the Druids of the Concordat of Argyll, who left Prydain just to not divide power with the Six Orders?
Concordat of Argyll: in search of peace, but at what price?
Further north, on the island of Argyll, the part of the Exiles settled and decided to continue following the Druids even after crossing the sea. Indeed, as explained in the Guide to Setting, it was the Druids who found Hibernia and led the refugee ships to the shores of Prydain. However, the Druids were soon pushed aside by the six more charismatic and organized Orders; thus, together with the Exiles who still considered them worthy guides, these religious settled in Argyll.
On this island we found ourselves having to face not only a harsher climate and wilderness, but also three other threats. First, in the mountains north of Argyll lived the Pecht, divided into quarrelsome clans, but basically all very suspicious of new arrivals. Then, in the great forests still lived many Tuatha Dé, led by their Lady, Áine, an Amadriade determined to preserve the habitat of her subjects. Finally, in the last thirty years the islands north of Argyll have also landed on the islands Vikvær, a people of Humans who, by necessity, live on raids.
The Druids have always tried to find a compromise with these other realities of the island, entering into an alliance with the Pechts and promising Áine that its forests would remain so, and even seeking a dialogue with the Vikvær. But this has meant that the Exiles of the newly born Argyll Concordat can reclaim and deforest only a small part of the territory, producing less food and therefore leading a harder than expected life. This, predictably, has provoked many discontent and a certain resentment towards the Druids.
So if you create a PC from the Argyll Concordat, how will you deal with the Pecht? Will you feel resentment towards the goblins for whom you sometimes go hungry in winter? And what opinion will you have of the Druids you will meet? If you come across a Vikvær who emigrated to Éire, like you, how will you behave towards him? IS if you are a Druid, will you remain faithful to the directives of the elders of your order, or will you want to change things?
Kingdom of Éire: one, five, one hundred kingdoms and as many problems!
It has been relatively recently that the Gnomes have united under a single Great King, that is, since the Exiles arrived. Previously, there existed on Éire five gnomic realms: Munster, Ulster, Connacht, Leinster and Meath, cyclically at war with each other.
In spite of their well-known goliardia, in fact, the Gnomes are a sanguine people, which there is not too much scruple in resorting to violence to resolve conflicts. The fact that spellcasters are very frequent among them has made these wars even more bloody.
Now after King Choncobar's decision to give shelter to the arcane spellcasts rejected by the other exiles, in Éire there is even a kingdom, Meath, inhabited by many non-Gnomes. And while it's already difficult to get Gnomes from different realms to get along, integrating the Exiles is an extremely difficult goal to accomplish. Needless to say the tension is at the starsee that the casus belli is around the corner.
So if you play Éire characters, how will you deal with these tensions? If you play a Gnome, will you be well disposed towards the Exiles of the Meath? And how will you deal with the Gnomes of the other Kingdoms? Will you live up to the old rivalries, or not? And if you play an Exile, what attitude will you have towards Gnomes and their discrimination? And if you are arcanist, how will you react when dealing with people from Gwynedd or Bernicia?
The Vikvær: raiders by tradition or necessity?
Finally, let's talk about the latest arrivals to Hibernia, the set of clan of Humans called Vikvær. Arrived by ship on the barren islands north of Argyll, the Vikvær say they fled a land that was becoming too hostile, due to the populations of Giants. The same Giants from whom, many centuries earlier, the Fir Bolg had also fled.
Once arrived in Hibernia, however, the Vikvær continued their life habits: struggling to cultivate the hard land of the Skær islands, the new arrivals thought well of raid the sheep of the Pecht and the coastal villages of the Exiles of the Concordat of Argyll. Predictably, this has triggered a whole series of conflicts and punitive expeditions between Vikvær, Pecht and Exiles, without ever translating into a real war.
The Druids tried to calm the waters and find a solution for peaceful coexistence, but without great results. However, the new generations Vikvær, born and raised in Hibernia, seem more inclined to lay down the hatchet.
So if you play a Vikvær PG, will you be avid raiders, or not? How will you deal with the Pecht and the Exiles of the Concordat of Argyll? What opinion will you have of the people of Éire and Prydain, far from the cold North and with their strange opinions on the old conquerors and on magic?
Le Changeling: a separate case
In all of this, we have not yet talked about the Changeling, that is the daughters who hags they can conceive with a Human, a Half-elf or a Half-orc, that is, with some of the Races of the Exiles.
Well, the Changelings are a novelty for Hibernia, as they only appeared after the Exiles arrived and were a surprise even to the Crones themselves.
" Dear, I got fat! " "But no, dear, you're just pregnant!" "COS - ????" However, these monstrous women soon realized they could take advantage of their daughters to gain more power and to increase their numbers. So, the hagens tend to either kill their daughters at a young age to exploit their blood and bones, or to leave them with their fathers so that, once adults, they start looking for mothers by following the recall.
Finally, the other peoples of Hibernia are unaware of the existence of the Changelings, which are therefore seen as unfortunate orphans on their mother's side. However, for Changelings who develop magical powers, life could become difficult due to the opinion of magic in their home countries. Surely, a Changeling that hears the call in Gwynedd or Bernicia could arouse the community's suspicions.
In general, therefore, the Changelings work here as indicated in the related item in the Breed Guide di Pathfinder, excluding the properties of their bones and blood, which will be explained in Master's Guide.
So if you do a PG Changeling, how will you manage his relationship with his mother? Will he or won't he even remember it? And how will he take his call and having to leave his home? Will it be a relief or a pain? And will she have been integrated into the community she was born into or, for some reason, been treated like an outsider, suffering discrimination? What will his relationship be with faith in the Nine and his own appeal if he is a believer?
La Player's Guide: what is it and what does it contain?
Managing the relationships between your PC and those from other regions is important to give depth and liveliness to the games. That's why I proposed this article to you: so from give you an idea on how, generally, are the relations between the peoples of Hibernia, with the various possible discrimination cases.
With the Player's GuideInstead, I will explain in detail which characters are more in line with the setting of the The book of invasions. We obviously start from the assumption that you will be at the game table and that therefore, in agreement with your / your master, you can make the characters you prefer. In this Guide, however, there are gods advice on breeds and classes more consistent with a XNUMXth century fantasy Ireland. Then, as I said earlier, if you want to be a ninja in this setting and don't mind the idea, it's your business and your / your master's.
La Player's Guide is on the our Patreon and is available for those who wish to support the Seekers of Atlantis with a pledge of 3$. Along with this Guide, who will support us now will also find the Guide to Setting, which illustrates the setting in detail. If you want to get an idea of the campaign, you will find the Presentation of the campaign. All three are PDF files.
What manuals are used?
You do a little bit.
I, personally, when I created and played the campaign, I limited the choice of manuals based on the Classes granted. Ergo: nothing Occult adventures, which de facto also introduces classes and mechanics that have little to do with the setting.
In addition, this campaign was written using the original Classes, without the modifications of Pathfinder Unchained. So if you want Unchained PGs, I advise your masters to modify the NPCs accordingly.
Di Pathfinder Unchained will be used automatic feeds: You will have half the wealth per level, but at each level you will earn the bonuses of the most common magic items. In this way, you will not be wealthy smashed in a setting where you pay taxes with butter (I'm not kidding), but you will still be very strong.
The Breeds of Hibernia: some clarifications
This is a limitation that I recommend VERY WARM to follow.
Ne The book of invasions there are 8 playable breeds: Humans, Dwarves, Elves, Half-elves, Mezzorchi, Halfling, Gnomes and Changeling. End.
Furthermore, the Gnomes, for questions that your master will know with the Master's Guide, they can only have chaotic alignments. Trust me, it makes sense and this limitation will have weight in the game.
The Classes de The book of invasions
As I said, I have placed some limitations on the playable classes, mainly because of coherence with the setting.
Ergo: no firearms (= no gunslinger), no crossbows, no oriental-style classes (Samurai, Monk or Ninja) and no too “modern” classes (Inquisitor or Alchemist).
Then if you want to do heavy reskin of these "forbidden" classes in order to play them adapting them to the setting, go ahead. Indeed, let me know what you create and, if you need advice, you can always write to me!
Domains, Breeds and Oaths: Limits of Plans and Races
Again there are some limitations that I highly recommend.
In this setting there are only the following Planes: Material Plane and the four Elemental Planes, with the addition of the demiplan of the World Below. There are no Abyss, Hell, Plane of Shadows, and the rest of the Plans of Golarion. So, there shouldn't be any Abyssal or Hellish Sorcerers either.
Also, in this setting I have chosen to do not enter the dragons. Because? Because there is already too much meat in the fire and dragons cannot be random beasts or fought in a chance encounter: they are too beautiful to be misused and would need a major role in the plot. But there is no place, so we might as well not enter them.
Archetypes, talents, abilities and useful families
Taking into account that here too you have a lot of freedom of choice, I have proposed a series of Archetypes in line with the setting. However, here if you choose others, the consistency of the setting is in no way at risk.
With regard to Talents and Skills, however, keep in mind that, starting from 4th Level, you will have Mythic Ranks. Therefore, it may be useful to choose some Talents that can then be enhanced with theirs mythical version.
Then there is a small list of Familiars e Animal companions consistent with the setting. Here too, you have full freedom, but perhaps try not to have a monkey as a Familiar or a crocodile as an Animal Companion.
Alignment and Mythical Degrees
As I also mentioned in the Presentation of the campaign (which you can find for free Thu!) The book of invasions it is meant for a party not evil. It doesn't work with an evil party or, to put it better, it can only work if completely rethought from scratch. So if you want to play an evil party, you will have to build the story yourself (if you need a hand though, write me!)
As for the Mythical degrees, know that you will receive it 6. The campaign is designed to go from Level 1 to Level 12 and you will receive a Mythic Rank at Levels 4, 5, 6, 8, 9 and 10. These Ranks will be obtained when you retrieve the six Anchors of the six gods, among the Nine, not evil . The three Anchors of the Morrigna, on the other hand, will not give you Mythical Ranks. Advancement is by milestones, not by experience points.
The languages and names of Hibernia: sorry
EVERYONE HAS ITS FIXED. I am a linguist and I like languages. Make no mistake.
I have given you the linguistic situation of the setting: there is no Municipality, but a series of regional / specific languages of a certain Race. Some are present in Pathfinder (Aklo, Gigante and Silvano) and others I took them from historical languages of the British Isles (Ænglisc, Cymraeg, Norrœnt, Scot, Goidelic and Gaeilge). In short, there is discrimination against the municipality. The Municipality is evil.
Then, not happy, since last year I collected a few pounds of names of historical and / or mythological characters of the British islands of the VX century for NPCs, I inserted a long list of names eligible for YOUR characters. Including instructions on how to build the full name of a PC (Tizio son of Gaius = Tizio Caiosson, just to give an example).
You are not obliged to follow my instructions / advice on names in any way, but if you want to see the BEAUTIFUL NPC names in the campaign (Æthelred, Donncoirce, Feidhlimidh, so to speak), there is a full page devoted to the matter. Then oh, if you want to call yourself "Pino" or "John" in the middle of Choncobar, Cathbad and Gwynllyw, free!
Equipment: no firearms, but healing hides!
I know, who plays Pathfinder and you hear about it Equipment restrictions he already wants to kill someone. I understand you. But you understand me too: what the hell do firearms, scimitars and do-marus have to do with a XNUMXth century AD-like Ireland?
Here it is. Then you can reskinnare anything you want, but in the meantime, here are some weapons, armor and various objects that would be strongly discouraged. Also because taking into account the fact that NPCs will be made with the same limitations as you: if you want to remove the limitations, be sure to update your enemies too.
To forgive me at least a little, I have included two new weapons and two new Wonderful Items, which you can easily buy in the markets. We are obviously talking about the sword claymore and the ax Sparth, both of Pecht manufacture, since they were Scottish weapons. It is true that claymore are, in reality, post-Renaissance weapons, but in this setting they do not clash.
In addition, you can buy two magical items taken from Irish folklore. You will first have the Healer pig skin, which is literally a healer made of pig skin. In addition, the Racing rush, a magical branch that, at night and pronouncing the command word, will turn into a horse.
Original background traits: it's not Pathfinder without!
As in any adventure path self-respecting (or at least trying), even for The book of invasions there are the Background strokes.
How will anyone who has played any AP of Pathfinder, the background strokes are small bonuses that you get from your background. Each Trait, therefore, not only describes the bonus, but also contains two other ideas: abackground idea, which briefly describes your PC's story, and aidea to let you find yourself at the starting point of the campaign.
In this way, it is hoped to give an idea for the construction of a background consistent with the setting and from which you can extract plot hooks that enhance your PG. Also, by giving you a hint as to why you are all in Éire, it will hopefully help shed some light on your PC's personal goals, which shouldn't exist solely as a function of the plot.
I will anticipate just a few sections available. Friend of great friends it is for those who lived together with Fir Bolg and learned to stand up to people older than him / her. Instead, Mercenary sword it is perfect for those who want to play a globetrotter PC following mercenary companies, such as Fianna and gall óglaigh (i.e. Gallowglass). Megalith explorer it is suitable for those who want to discover the secrets of Hibernia and the function of those strange stone structures covered with spirals. Finally, Survivor of the continent it applies well to anyone who wants to create an Elf or Dwarf PC, who lives long enough to remember the abuses of the Astra Empire on the continent, and acts accordingly.
Then there are six more Traits background, but you'll have to read the Guide to find out!
Iconic characters: for those who want to start playing immediately
For those wishing to start playing right awayWithout bothering to read all the restrictions on manuals, classes, races and equipment, there are the iconic characters.
It is a series of prefect characters, each with his own background and its card already filled out, at least for Level 1. So if you want to start playing right away, you can use these characters. Then feel free to customize them to your liking, in case, and to take the path that best suits you with regard to leveling up.
As above, I will anticipate some names. We have snorry, the human Skald, born among the Vikvær, who loves to explore the world and finds it more interesting to talk to people alive and drunk than to people who want to kill him in a raid. Otherwise, how will he be able to write his epic poem? Then, there is Fergus, the dwarf hunter who has an important task: to help his native village by finding a companion for his animal companion, Donnie, the most beautiful riding bull in Argyll. Will she be able to go home with so many new calves to feed their herds? Finally, we have Siobhan, the Barda changeling who lived by weaving nets and learning local history from a passing storyteller, but who can no longer sleep because of disturbing dreams about monstrous women and children eaten alive. You absolutely have to find answers, but will you like what you find?
There are six other iconic characters to choose from, but to discover them you will have to read the Guide here too! In general, even in the background of these characters the discriminations we talked about in the article will emerge.