Hurrah! ^^
I’ll obviously massage the starting adventure a bit once we have a better idea of how many people we have, and what kind of characters they want to play, but you’ll essentially start as consultants to what pass as the cops of AU’s word- a lot of the classes in AU represent rare, or at the very least uncommon talents that almost any law enforcer in the realm will pay a hefty fee to utilize. I’ll write up a basic intro to chargen later tonight, but for now a few things to think about:
Names
Many people in AU have True Names, a highly secret word which describes their very soul. Having one can be a liability, as despicable magic users and other unsavory sorts can, if they learn your true name, gain a major advantage fighting against or searching for you, as knowing someone’s True Name gives magic users a potent weapon against them, and magic users are much more common than in, say, D&D.
If your character is one of the Unbound they lack a True Name, making it impossible for those who would harm them to gain an advantage in this manner. This is quite rare in the campaign world, and results in the granting of an additional Talent (which I’ll detail in the chargen post), a decidedly nontrivial advantage. However, friendly casters will need to know your True Name to cast many of their best support spells on you, including the one that revives you from the dead should you fall in combat. This puts a heft burden on the Unbound, as if they die, they’re gone for good.
Something else to think about is your character’s truthfulness, which is the closest AU has to a hard alignment matrix-lying is, of course, as commonplace in AU as in the real world, but inhabitants take an almost fanatical view of the power that a person’s Word has, and if you personally promise or guarantee something, you need to be very careful about how you behave around that promise. A character who has never broken their word has a practically detectable ambiance around them, and can be used by a spellcaster much as an innocent could, to great effect, and NPCs will feel more comfortable going out on a limb for you or trusting you. However, people who break even a single oath tend to quickly take on a slightly dingy, somewhat disreputable air, and it will become much more difficult for them to convince anyone of their sincerity about even the simplest thing.