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You all gather around the table, ready to enter a dungeon deep, but someone wants to play of the ancient people that should all be long dead, or maybe a talking dog. Either way, you, the GM, did not plan for this. Or perhaps you, the player, really want to play this. How can we reconcile these things with consideration for both sides and still keep the world in one piece?
This guide sets out to help you do just that, allowing for odd characters from strange places to squeeze into a campaign in the smoothest way possible to engage in the world instead of simply being tolerated by it.
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