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The Thrice Tenth Kingdom: Part 2


Human villagers are often afraid of both dwarves and elves; with the exception of villages located at the forest's edge, where elves may come to trade (furs and meat for grain and cloth), few lay eyes on either. However, this is only a generalization; certainly, humans may be curious about either, or friendly by nature, and there are plenty of tales of human maidens seduced by elven "princes," or young men pursuing elven women.

There are no wizards; only sorcerers. Likewise, there are no paladins or bards. Fighters would be the most common character class, followed by thieves -- but in the wilder villages or borderlands around the forests, rangers might well be found.

There is a vast gap between the social classes; there are villagers (peasants, serfs, nearly all of whom either work on land which is owned by the nobility or are dependent on those who do); merchants (who make up a VERY slim portion of the population, for the simple reason that there are few who have spending cash) who may be based in Meskva or travel from village to village as peddlers; and the nobility and royalty, who own nearly everything. For this reason, unless the DM is running a campaign in which the PCs are connected to the nobility, it is recommended that the "starting money" allotted to beginning players be used only for equipment, and none of it too expensive or unusual for the character's occupation. Indeed, much of it is likely homemade or bought through barter. Each character should begin with only a few coppers. Eating at an inn is a luxury; most "inns" are simply the homes of villagers with spare rooms or floorspace.

The copyright of the article The Thrice Tenth Kingdom: Part 2 in Horror Gaming is owned by Bill Kte'pi. Permission to republish The Thrice Tenth Kingdom: Part 2 in print or online must be granted by the author in writing.

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