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BACKGROUND TRAITS

Backgrounds are an alternative quality to racial cultural charactaristics when building a character's cultural and racial flavor and abilities. If you wish to be a member of a desert dwelling KLeshite tribe, now there is a way to do this. Every character has a race that gives them certain ethnic characteristics. In addition to these ethnic charactartistics, you should choose two background traits to flesh out the character's history. This allows you to have a Tall and Strong Mingol, an artisan ghoul, a city dwelling kleshite, and so on.

Traits fall into two basic categories, as listed below. You may, of course, develop your own to suit your specific character; consult your GM about balancing your unique abilities. Cultural traits are limited in the sense that they must not conflict with one another if more than one is selected.

Character Sheets

There is now a character sheet to use with a Lankhmar Campaign. It is recomended that you keep a pad of paper handy to record information. I personally intend to prepare cards with information on items, lore, and spells (a la Kalimar) for my players to hold onto.

As they walked toward the low, mostly red-roofed homes of Salthaven, the setting sun at their backs, Fafhred studied the gray standing stones and asked Gale, "What do you know about the old gods Rime Isle had? - before the Rime men got atheism."

"They were a pretty wild lawless lot, Aunt Afreyt says - sort of like Captain Mouser's men before they became soldiers, or your berserks before you tamed them down." She went on with growing enthusiasm, "They certainly didn't believe in any Golden Arrow of Truth, or Golden Ruler of Prudence, or Little Gold Cup of Measured Hospitality - mighty liars, whores, murderers, and pirates, I guess, all of them."

-- Fritz Leiber,
The Knight and Knave of Swords