In this game, you can have a pet furry slug, and I think that really says it all.
The Game: Altais: Age of Ruin
The Publisher: Parhelia Games
Degree of Familiarity: Haven't run it, but I just might have to!
Books Required: Just the one
I got this game in a bundle a couple of years ago, and it's been a game I've glanced at when picking games for this project, seen that it's a 400-page fantasy game, made a groany sort of noise, and kept looking. I believe this is called, in the parlance of the young folks, "sleeping" on the game, and I'm glad I finally read it, 'cause it's really good.
Fantasy games and I have a somewhat contentious relationship. I'm warming to fantasy as a genre quite a bit (I mean, of the five games I'm running at present, three of them are fantasy and one of them is actually a 5e derivative OMG WHO AM I), but it's not something I glom onto as easily as horror or superheroes. A fantasy game needs something to hook me: Atlantis has its larger-than-life atmosphere and its focus on telling a hero's legend. Cairn has the focus on the town and keeping it thriving. Pugmire has dogs.
Altais: Age of Ruin manages something that very few fantasy games do for me: It just hooked me. The writing is solid, the history is exactly as expansive as it needs to be without drowning me in meaningless bullshit, and in fact, although the history of the world of Altais spans millennia, even the ancient history provides context meaningful to running the game. Also, the various cultures are presented in such a way that they have some familiar notes, but aren't just carbon copies of real-world cultures. The sections on the Kingdoms are well-written enough that I actually took a few extra days to read through them all, which very rarely happens.
Altais reminds me in some ways of Desolation, inasmuch as there was a cataclysm and magic was probably involved, and now has a stigma attached. But the game also describes things like the languages, flora, and fauna of the various civilizations, and the result is that they feel like real places with real issues, and not just tourist destinations for murderhobos.
Anydangway, let's make a character.
Step One: Character Concept and Background. Oof. This game hella passes the Chupp test, because thinking about it I'm torn between a mage of some stripe (which carries its own issues because magic is stigmatized), one of those dope-ass assassins, one of those other dope-ass assassins....you know, I think I'll look at the list of Backgrounds and see what catches my eye today.
OK, I really like the Kingdom of Serpents - a vast jungle/marsh with a crazy amount of dangerous wildlife. I especially dig this Kingdom because of their take on family and gender; basically all families are created families, you join a household with five other people, and "gender" is entirely divorced from physical sex. If I were running Altais, I would almost certainly set the game in this Kingdom.
Anyway, one of the options for character background is a Serpent Keeper or "Katesh." They swim with the giant serpents and deadly eels of the Kingdom and make medicines and so on; they're kind of part swamp witch, part priest, part apothecary. Ignoring the fact that if I were playing one, I'd have to refrain from saying "GET OUT OF MY SWAMP, YOU KIDS!" too often, I think they're pretty cool.
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GET OUT OF MY SWAMP, YOU KIDS!
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OK, so. As a Katesh, I get this stuff:
In addition to that, I get Swims with Serpents (wildlife doesn't attack me), Poison Resistant (duh), and Karifi Familiar. I get a motherfucking eel as a familiar.
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WHO'S A GOOD EEL. YOU ARE. YES YOU ARE.
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So that's awesome. I should probably think about concept a little bit, so I'm gonna go reread the relevant bits of the Kingdom of Serpents section.
OK, cool. So as a Katesh, the gender of my character is "tatra", and the pronouns are ta/tas. Katesh are part of the Akubesh (the priesthood), meaning they're regarded fairly highly. I think my character is very much a country vicar kind of person; ta would rather tend to tas eels and harvest fungus and so forth. The bloodier parts of being a Katesh are an unpleasant reality (sometimes you just gotta sacrifice something or someone for the good of the people), but ta would much rather give people a nice cup of tea and talk them through the tougher times. And then figure out who gets sacrificed.
Not sure about names yet; I'll deal with that later.
Step Two: Attributes. I have one point in each of the five Attributes, and I get 5 more points to distribute. 1-2 is average, 3 is above average, and 3 is also my maximum. Let's see. Mind or Focus are my recommended Attributes, though I kinda want Charisma not to be too low. Not that I have a buttload of points to work with. Let's put two points into Charisma and Mind, one into Focus, and leave Strength and Agility at 1.
Step Three: Skills. I start with Rank 1 in the five Skills listed in my Background (Animal Handling, Medicine, Perception, Survival, Swim), so that was easy.
Step Four: Talents. Talents have ranks like Skills, but they do different things at each rank. I start with Rank 1 in Apothecary and The Swamp's Ire, and then I can bump one of those to rank 2, or I can pick a third Talent at rank 1. The difference is that if I pick another Talent during chargen it becomes an Affinity Talent and I could raise it more easily during play. Well, let's take a look at these.
Hrm. The Swamp's Ire is definitely dope, but it's also a little more hostile than I picture this tatra being. Which is fine, just means if I were playing ta I might not increase it much. I do kinda like Arcane Defense, though. Technically the prerequisite is Focus 3, but I don't need to worry about that during chargen. I'll take rank 1 there.
Step Five: Advantages. I wrote these down already. I also speak Kamash (the language of the Kingdom of Serpents) and Aroji (the closest thing to a common tongue) fluently, but I don't read them since I don't have anything in Academics.
Step Six: Creation Experience. Starting characters aren't greenhorns, I get 30 XP to throw around, which I freaking adore. Let's see here. I can't go higher than 3 in an Attribute, 2 in a Skill, and I can only increase a Talent by one rank.
Well, I'd like to bump Focus up to 3, which would cost me 8 XP. Buying an existing Skill to 2 is 4 points, and I'd like to buy up Survival, Medicine, and Animal Handling. That's 20 spent, 10 left. I want to buy Social to 2, which is 6 points. 4 left. I'll buy a rank of Veilsense (allowing me to sense magic) and a rank of Intimidation (since it figures in to The Swamp's Ire a lot).
Lack of combat skill worries me a little, but again, country vicar. Probably I'd wind up buying it pretty quick in a campaign.
Step Seven: Secondary Attributes. Hey, lookit that, at the end where they belong.
Valor (with an unnecessary "u" in the book) starts at 1, 30 Health (20 + [Str x 5] + [Valor x 5]), 6 Stamina (3 + Focus), 4 Speed, 1 Initiative (low Agility), and Defense (with an unnecessary "c" in the book) is 7 (again, low Agility).
Step Eight: Buy Equipment. I start with three applications of Healing Salve, a Traveler's Kit, and 20 dema (the currency of the kingdom). Ooh, a Traveler's Kit involves some choices! I get common clothing, boots, and a belt, and then I get to pick 10 items off some lists. I'll take a game of sixes, some body paints (both common to my kingdom), a small knife, some cheap wine, three days of rations, a backpack, a waterskin, and a ceramic bottle (transport for my eel).
I could spend my dema on more stuff, but I think I'm good. Just need a name and stuff, then. Names in Kamash sound vaguely Egyptian, I guess. We'll say tas name is Khrihen.
Khrihen came from a tukufi of priests; three of tas parents were Kamash, and two of them were other forms of Akubesh. Ta learned to swim with serpents at a very young age and one of tas parents hoped that ta would grow up to be a warrior or mage, but Khrihen was happy diving into the swamp for roots and communing with the eels. Ta joined a tufuki that was setting up in a only recently inhabited part of the Kingdom (shifting flood waters had just made it livable), and ta was part of a compromise - the area needed a Katesh, and Khrihen needed a tufuki. Khrihen hasn't really bonded with any of the members of tas household yet, but then, ta takes some time to really get to know.
Khrihen is a little on the plump side. Ta isn't a strong swimmer; very much at home in the water but not a lot of stamina. Ta is, however, pretty skilled at putting together poultices and reading the swamp, which means ta is a perfectly serviceable Katesh. There are other members of the village, though, that feel like Khrihen is just a little too soft, too much talking and not enough scary swamp witch action. That political shift might be what makes ta a wanderer in a campaign, or ta might just decide tas bored.
That'll do it!