Creating a character requires generating the basic abilities of your adventurer, understanding their cultural and upbringings, choosing a class, defining their allies, and preparing for adventure.

During character creation you may accrue blessings of Chaos for embracing serendipity, keep track of the total number of these. At the end of character creation each will influence their life in interesting ways.

  1. Roll characteristics
  2. Culture + Background
  3. Class
  4. Class kit
  5. Calculate HP and other attributes
  6. Total starting skill ranks
  7. Starting gear
  8. Name, backstory

Roll Characteristics

Characters have six Characteristics: Strength, Dexterity, Constitution, Intelligence, Wisdom, and Charisma - usually between 2 and 18. These reflect their general potency in a number of domains. In addition to adding to rolls with associated skills these characteristics also:

  • Strength: melee attack and damage rolls, carrying capacity
  • Dexterity: armor class, ranged attack rolls, avoiding fireballs
  • Constitution: hit points, saves against poison and transformation effects
  • Intelligence: soul points, bonus training points, additional languages
  • Wisdom: saves against mental and magical effects, avoiding surprise and ambush, teaching, spiritual armor class
  • Charisma: reaction rolls, Command Capacity

Roll a set of 3d6 four times in a row and write down these numbers. From here you have a choice:

  • Commit to rolling two more sets of 3d6, assign each of these six numbers to your six characteristics in any order, gain 2 blessings of Chaos.
  • Ignore the prior rolls and use a static array. Assign 15, 12, 10, 10, 9, 7 to your characteristics.

Each has a corresponding modifier, a derived value used when that attribute is relevant to a die roll.

CharacteristicModifier
1-2-3
3-5-2
6-8-1
9-11+0
12-14+1
15-17+2
18 or more+3

Culture and Background

  • Gain 2 training points in each of your culture’s favored skills, these will be used to determine your total Skill Rank later, write down any (specializations) from cultural skills
  • Write down your starting languages next to the Language skill
  • Note any additional traits
  • Determine your character’s exact birthplace from the options presented, either by roll or choice.
  • Gain 6 Training Points in each of the skills your family practices.

After this you may either choose your family profession, or roll on your culture’s background chart to gain another blessing of Chaos. Note down how your character was raised and what skills they gain from this. This does not have to favor one parent or another, and can also include induction into a fraternal organization, adoption by another clan, or other manner of relationship.

CultureSkills
1-2Beast KingdomsBeastmastery, Heal, Seneschal, Alteration
3AlcheranAthletics, Artisanry, Diplomacy, Trade, Language, Lore
4New LankhAlchemy, Devicecraft, Stealth, Exotic Arms
5BlemmyesBushcraft, Heal, Lore, Investigation
6OphidianAlchemy, Diplomacy, Language, Seneschal
7City of SteelArtisanry, Devicecraft, Mining, Hand Weapon, Enchantment
8XanthianArchery, Athletics, Navigation, Sail
-(Distant Realm)4 skills*

Beast Kingdoms

  • Languages: Noctian
  • Gain specialization in Beastmastery (Hybrid Animals)
  • Head is that of an animal, see Animal Aspect below
  • Choose or roll to be born in: 1 - the domain of grand Chimericon under Prince Cyrus, 2 - the lands of radical reformist Prince Darius and his Lankhian consort, 3 - the ailing princedom of old Hystaspes, 4 - the small vibrant holdings of Princess Erina

These kingdoms are a contentious group of fiefdoms held together by a rigid caste system, where people have the heads of animals. Long ago the people of the Beast Kingdoms lived deep within Noctis Labyrinthus, until the coming of ash and the death of the Fates drove them out. What remains in Noctis is strange and twisted.

The princes hold near absolute power within their domains, and life is harshly dictated by numerous taboos; forbidding the eating of certain foods, private possession of gold, the use of many colors of dress by the lower classes, and in all ways circumscribing life on all fronts.

Gain 6 training points in each skill based on your family’s caste and profession. Animals are listed in order of their approximate ranking in society.

Family ProfessionSkills
1Pig (craftsman, city workers)Artisanry, Language, Seneschal, Trade
2Fox (trapper, forester)Bushcraft, Diplomacy, Investigation, Stealth
3Rabbit (freeholders)Bushcraft, Heal, Trade, Archery
4Wolf, Crocodile (enforcer, embalmer)Alchemy, Investigation, Lead, Great Weapon
5Goat (herdsman)Athletics, Beastmastery, Bushcraft, Thrown
6Oxen (farmer, laborer)Athletics, Beastmastery, Concentration, Brawl
7Gull (sailors)Sail, Divination, Language, Trade
8Frog (apothecary)Alchemy, Divination, Perform, Ritual
9Bear (merchants, guards)Investigation, Trade, Brawl, Hand Weapon
10Lion (heralds, diplomats)Diplomacy, Language, Lead, Perform
111Falcon (nobility)Divination, Lead, Navigation, Seneschal
12Stag (priests, nobility)Diplomacy, Lead, Lore, Ritual

In addition write gain the Animal Aspect trait as some of the literal and mythological traits of that animal have been imbued.

  • Pig: Gain +1 maximum HP per level
  • Fox: +1 to Evasion saving throws
  • Rabbit: Natural healing increased by 1
  • Wolf: Can bite for 1d6 damage, exceptional sense of smell for tracking
  • Crocodile: Can bite for 1d8 damage, able to hold breath for hours
  • Goat: +1 on Beastmastery rolls
  • Oxen: Increase Carrying Limit by 4
  • Gull: Able to survive on raw or poor quality food
  • Frog: Long tongue, moist skin, no penalties for fighting or operating in the rain
  • Bear: +1 maximum HP per level
  • Lion: Your voice carries tenfold the distance of normal men, +1 on Reaction rolls with nobility, 1d6 damage bite
  • Falcon: Able to see great distances with extreme clarity, +1 on Navigation rolls outdoors
  • Stag: +1 on attempts to sue for peace, +1 to Mental saving throws

Alcheran

  • Languages: Alcheran, Psuedophidian
  • 2 training points in Athletics, Artisanry, Diplomacy, Trade, Language, Lore
  • Gain 9 points in skills that your family practices instead of the normal 6
  • Choose or roll to be born in: 1 - the vast halls of Labyrinth, 2 - the hinterlands beyond Labyrinth, 3 - the former glory of the City of Glass, 4 - the City of Poison

Alcherans pride themselves on the democratic lineage of their city-states, where citizenship is granted to those who excel at a city’s chosen form of artisanry. Within Labyrinth the creation of books is of uptmost importance, as exemplified by the grand temple to Heron atop the acropolis.

Family ProfessionSkills
1CraftsmanArtisanry, Concentration, Diplomacy, Seneschal, Trade
2CaravaneerDiplomacy, Language, Lead, Navigation, Trade
3CourtierDiplomacy, Language, Perform, Seneschal, Heal
4CriminalStealth, Devicecraft, Investigation, Hand Weapon, Trade
5HunterArchery, Bushcraft, Navigation, Stealth, Beastmastery
6FarmerBeastmastery, Bushcraft, Divination, Polearms, Athletics
7PriestDiplomacy, Divination, Heal, Lore, Ritual
8SailorAthletics, Navigation, Lead, Hand Weapon, Sail
9ScholarSeneschal, Language, Lore, Concentration, Investigation
10DivinerDivination, Investigation, Language, Lore, Enchantment
11SoldierThrown, Brawl, Great Weapon, Hand Weapon, Athletics
12ItinerantNavigation + 3 general skills

New Lankh

  • Languages: Mortanian
  • 2 training points in Alchemy, Devicecraft, Stealth, Exotic Arms
  • Maintenance of cost of Lankh technology is reduced by 1
  • Specialization in Devicecraft with (Lankh Technology), and Stealth (Urban Environments)
  • Choose or roll to be born: 1 - under the shadow of the Inquisitorial tower, 2 - in the former Alchemist’s quarter, 3 - among the raucous thespians and many byways of Low Street, 4 - outside the city proper, beyond the Dome of Preservation

New Lankh is a soot-filled city which teleported from the Wandering Moon twenty years ago, home to technological marvels that are slowly breaking down in their new environment. Currently a vast spell, known as the Dome of Preservation, protects the city from the effects of this degradation, and also wreaths it in a continual haze.

Previously Lankh was merely a district of a sprawling gaslit metropolis, ruled by vampiric overlords. Now its position in an entirely new world is much more uncertain. After their arrival the people of Lankh fought a number of wars against their new neighbors. Some way they emerged victorious since neither the Beast Kingdoms or the Alcherans could agree on who deserved to conquer such a vital opportunity, others say it was the diseases the city brought with it. Currently ruled by the High Inspectrix, the chief of police that happened to be teleported along with the city. Looming most uncertainly is what will happen upon the next conjunction with the Wandering Moon.

Family ProfessionSkills
1CraftsmanArtisanry, Concentration, Diplomacy, Seneschal, Trade
2CaravaneerDiplomacy, Language, Lead, Navigation, Trade
3CourtierDiplomacy, Language, Perform, Seneschal, Heal
4CriminalStealth, Devicecraft, Investigation, Hand Weapon, Trade
5HunterArchery, Bushcraft, Navigation, Stealth, Beastmastery
6FarmerBeastmastery, Bushcraft, Divination, Polearms, Athletics
7PriestDiplomacy, Divination, Heal, Lore, Ritual
8SailorAthletics, Navigation, Lead, Hand Weapon, Sail
9ScholarSeneschal, Language, Lore, Concentration, Investigation
10DivinerDivination, Investigation, Language, Lore, Enchantment
11SoldierThrown, Brawl, Great Weapon, Hand Weapon, Athletics
12ItinerantNavigation + 3 general skills

Blemmyes

  • Languages: Blem, Ophidian
  • 2 training points in Bushcraft, Heal, Lore, Investigation
  • Additional specialization in Lore with (History of the Blem)
  • Headless Resiliency: when rolling for Doom roll twice and choose either result
  • Choose or roll to be born: 1, 2 - among the Alcherans in the City of Poison, 2 - near the Ophidian exiles on Serpent Island, 3 - in the hills north of the Beast Kingdoms

Headless men, also called the akephaloi, they have large faces on their chests rather than the typical arrangement. Most live in and around Blem, the City of Poison, although some have migrated through Alcheran lands. The Blemmyes claim descent from the original inhabitants of the Shrinelands, having survived the floods of the First Age, corrupting sands of the Third Age, and all number of wars, plagues, and disasters. Many hope one day to become worth of returning to their ancient homeland - the utopian city of Alkesh.

Family ProfessionSkills
1CraftsmanArtisanry, Concentration, Diplomacy, Seneschal, Trade
2CaravaneerDiplomacy, Language, Lead, Navigation, Trade
3CourtierDiplomacy, Language, Perform, Seneschal, Heal
4CriminalStealth, Devicecraft, Investigation, Hand Weapon, Trade
5HunterArchery, Bushcraft, Navigation, Stealth, Beastmastery
6FarmerBeastmastery, Bushcraft, Divination, Polearms, Athletics
7PriestDiplomacy, Divination, Heal, Lore, Ritual
8SailorAthletics, Navigation, Lead, Hand Weapon, Sail
9ScholarSeneschal, Language, Lore, Concentration, Investigation
10DivinerDivination, Investigation, Language, Lore, Enchantment
11SoldierThrown, Brawl, Great Weapon, Hand Weapon, Athletics
12ItinerantNavigation + 3 general skills

Ophidian

  • Languages: Ophidian
  • 2 training points in Alchemy, Diplomacy, Language, Seneschal
  • Specialization in (Poison) with Alchemy, and (Daggers) in Hand Weapon
  • Toxic blood, ability to draw out poison
  • Born on the Serpent Island

The height of the Ophidian Empire has long gone, and recent years have added further strife. Civil wars rage across what was once the empire, resulting in a group of Ophidian exiles occupying the Serpent Island. Ophidians themselves have a varying degree of serpentine traits. Most slither on a serpentine tail, while all of them have poison blood and fangs. The War of Four Empresses has shaken some faith in the Serpent God, with some seeking to restore more ancient understandings - while others seek new ways.

Family ProfessionSkills
1CraftsmanArtisanry, Concentration, Diplomacy, Seneschal, Trade
2CaravaneerDiplomacy, Language, Lead, Navigation, Trade
3CourtierDiplomacy, Language, Perform, Seneschal, Heal
4CriminalStealth, Devicecraft, Investigation, Hand Weapon, Trade
5HunterArchery, Bushcraft, Navigation, Stealth, Beastmastery
6FarmerBeastmastery, Bushcraft, Divination, Polearms, Athletics
7PriestDiplomacy, Divination, Heal, Lore, Ritual
8SailorAthletics, Navigation, Lead, Hand Weapon, Sail
9ScholarSeneschal, Language, Lore, Concentration, Investigation
10DivinerDivination, Investigation, Language, Lore, Enchantment
11SoldierThrown, Brawl, Great Weapon, Hand Weapon, Athletics
12ItinerantNavigation + 3 general skills

City of Steel

  • Languages: Underspeech, Alcheran
  • 2 training points in Artisanry, Devicecraft, Mining, Hand Weapon, and Enchantment
  • For both Great and Hand Weapons have a specialization in fighting with (Hammers)
  • Specialization with (tunneling) in Mining, and (Earth) in Enchantment
  • Cave sense: able to navigate in enclosed environments without light

The twin City of Steel and City of Miners has a distinct history harkening back to dwarven holds from long ago. From this they still retain their traditions, and the ability to thrive underground. In the time since they have become more akin to their Alcheran neighbors as one of the great city-states.

Alongside the gods the people of the City of Steel revere their ancestors, constructing elaborate tombs to honor these forebears. Greatest among them is their mythical founder-hero, the Lawgiver, from whom their strong traditions of honor and hospitality are derived. Tragically however, his tomb stands empty. Legends tell that in ages past the Lawgiver was slain in battle, and buried nameless in a mountain pass by contemporaries who did not understand the wisdom he brought to the world. Many citizens will go on quests to seek his remains, but in the meantime the empty tomb also serves as a grand center of the community.

Family ProfessionSkills
1CraftsmanArtisanry, Concentration, Diplomacy, Seneschal, Trade
2CaravaneerDiplomacy, Language, Lead, Navigation, Trade
3CourtierDiplomacy, Language, Perform, Seneschal, Heal
4CriminalStealth, Devicecraft, Investigation, Hand Weapon, Trade
5HunterArchery, Bushcraft, Navigation, Stealth, Beastmastery
6FarmerBeastmastery, Bushcraft, Divination, Polearms, Athletics
7PriestDiplomacy, Divination, Heal, Lore, Ritual
8SailorAthletics, Navigation, Lead, Hand Weapon, Sail
9ScholarSeneschal, Language, Lore, Concentration, Investigation
10DivinerDivination, Investigation, Language, Lore, Enchantment
11SoldierThrown, Brawl, Great Weapon, Hand Weapon, Athletics
12ItinerantNavigation + 3 general skills

Xanthian

  • Languages: Xanthian, Psuedophidian
  • 2 training points in Archery, Athletics, Navigation, Sail
  • Specializations in Archery (Great Bow), Athletics (Swim), and Conjuration (Illusion)
  • Gain 1 additional hit point per hit die
  • Born in Xanthe, the easternmost of the Eras Islands

The storm-hardened shores of Xanthe are home to lands of incredible abundance, founded by a shipwrecked crew of survivors of fallen Atlantis. Along these thrive the people of Xanthe, peerless sailors and travelers. They live in wandering clan-ships, variously warring with rivals or marrying friends. Greatest among them are their elders, those who have survived a terrible transformation to become guides for their people - however in recent times a corrupt king has taken power of exiled many of the formerly esteemed elders.

Family ProfessionSkills
1CraftsmanArtisanry, Concentration, Diplomacy, Seneschal, Trade
2CaravaneerDiplomacy, Language, Lead, Navigation, Trade
3CourtierDiplomacy, Language, Perform, Seneschal, Heal
4CriminalStealth, Devicecraft, Investigation, Hand Weapon, Trade
5HunterArchery, Bushcraft, Navigation, Stealth, Beastmastery
6FarmerBeastmastery, Bushcraft, Divination, Polearms, Athletics
7PriestDiplomacy, Divination, Heal, Lore, Ritual
8SailorAthletics, Navigation, Lead, Hand Weapon, Sail
9ScholarSeneschal, Language, Lore, Concentration, Investigation
10DivinerDivination, Investigation, Language, Lore, Enchantment
11SoldierThrown, Brawl, Great Weapon, Hand Weapon, Athletics
12ItinerantNavigation + 3 general skills

Distant Realm

  • Languages: native language of your homeland
  • 2 training points in any 4 distinct skills, of which 2 must be General skills
  • +2 to a single ability score (maximum 18) reflecting the special nature of your original homeland

You are from a far distant realm, one unknown to most people of the Shrinelands. Possibly even from another plane of existence, such interlopers are common in land of Noachis and often find themselves drawn to adventure in these western lands. Work with the GM to come up with the exact nature of this origin.

Choose one of the above cultures for where your recent primary residence has been, write this down alongside some details of your original homeland. Decide if you have arrived alone, in which case you live with some form of adopted family or community, or if a small enclave of your people have joined the Shrinelands.

As a foreigner some things which are typical to the people of the Shrinelands likely stand out to you:

  • Coins are only minted from silver, while gold is reserved for jewelry or other decorations.
  • Most weapons are made from bronze, and what is called “steel” does not seem at all like iron.
  • There are no horses, and riding animals of any kind is not practiced.
  • It is common practice to ransom defeated foes, even those who aren’t nobility, back to their families, rather than slaying weakened opponents.
  • A larger, redder, and hotter sun alongside two moons occupy the sky, one small and blue which arrives every three days. Another larger red moon that shows up every eight hours, often used to keep time by dividing the day into watches
Family ProfessionSkills
1CraftsmanArtisanry, Concentration, Diplomacy, Seneschal, Trade
2CaravaneerDiplomacy, Language, Lead, Navigation, Trade
3CourtierDiplomacy, Language, Perform, Seneschal, Heal
4CriminalStealth, Devicecraft, Investigation, Hand Weapon, Trade
5HunterArchery, Bushcraft, Navigation, Stealth, Beastmastery
6FarmerBeastmastery, Bushcraft, Divination, Polearms, Athletics
7PriestDiplomacy, Divination, Heal, Lore, Ritual
8SailorAthletics, Navigation, Lead, Hand Weapon, Sail
9ScholarSeneschal, Language, Lore, Concentration, Investigation
10DivinerDivination, Investigation, Language, Lore, Enchantment
11SoldierThrown, Brawl, Great Weapon, Hand Weapon, Athletics
12ItinerantNavigation + 3 general skills

Time of Birth

The adventure begins in the year 320. Choose what year your character was born in, and the wind that presided over their birth. For those born in a “short year”, anytime between the year 300 and 278, these are:

  • Zephyrus, law season, a temperate season with many festivals
  • Boreas, monsoon season, a time of potent storms and torrential rain
  • Eurus, chaos season, the most powerful season of vibrant growth and unprecedented change
  • Notus, dry season, a dangerous time of oppressive heat and war

For those born in the year 301 or after their birth occurred during a long year. This is the result of the Wandering Moon, a sister planet which arrives every 22 years. Each convergence results in an alteration between short years and long years. Long years proceed slower, having more days and an additional season: a cold and cursed time called Winter - the still season.

Choose Class

Choose what class your character is.

The classes are fighting-men, men of many ways, and magic-users. Fighting-Men are masters at arms, and able to lead with great skill. Men of Many Ways gain specializations in all of their skills, and oft find themselves protected by good fortune. Although any dedicated practitioner can learn some sorcery, Magic-Users have a natural affinity for the arcane. Alternatively you may choose two half-classes, as detailed under the rules for Dual-Class characters. Dual-class characters must choose one of their constituent classes to gain a class kit from, see below.

Your characters have had some time as adventurers to gain a variety of skills. Presented here are the three basic class kits which you may use. Alternatively you may choose a preset Class Kits for a character with more specific training.

Fighting-Man Basic Kit

See Fighting-Man for full class description. At character creation gain:

  • HP = 10 + Constitution modifier
  • Saves: Physical +2, Mental +0, Evasion +1
  • Fighting Spirit and Martial Prowess class abilities

Also gain the basic class kit for fighting men

  • Distribute 30 additional training points (maximum of an additional 10 in any single skill)
  • Specialization in weapons of your culture for all Martial skills
  • Heroic understanding of the Mysteries of Martial Training. Attack rolls of 20 allow for creative maneuvers, and automatically deal damage each round based on skill rank with your weapon.

Men of Many Ways Basic Kit

See Man of Many Ways for full class description.

  • HP = 8 + Constitution modifier
  • Saves: Physical +0, Mental +1, Evasion +2
  • Wits, Luck, and Quick Study class abilities
  • Skill Specialization - write down a specialization for every skill you have at least 1 rank in, see Skills for details

Also gain the the basic class kit for Men of Many Ways

  • Distribute 40 additional training points (maximum of any additional 12 in any single skill, ignore bonus from Quick Study during character creation - this is factored in as the additional training points)
  • Choose from
    • Noble - you come from an especially privileged status in society, starting with an additional rank 3 reputation and 1000 coin
    • Priest - heroic mastery of the Priest mystery
    • Alchemist - heroic mastery of Field Alchemy
    • Bard - heroic mastery of Bard of the Eastern Wind
    • Wanderer - an additional 10 training points, distributed however you like, and 1 Attunement in any element

Magic-User Basic Kit

See Magic-User for full class description

  • HP = 6 + Constitution modifier
  • Saves: Physical +0, Mental +2, Evasion +0
  • Gain Path of Magic and Potent Sorcerer abilities

Also gain the the basic class kit for Magic-Users

  • Distribute 6 additional training points to any General or Martial skills (having at least one rank in Lore, Language, and Mathematics recommended)
  • Distribute 12 training points among magical skills
  • Distribute 3 points among your elemental attunements: Air, Earth, Fire, Water, Celestial (maximum 2 in any single element)
  • Heroic aptitude with the Obduration to the Mathematics of Vance

Begin with some knowledge of the Curriculum, a set of spells developed by the legendary Hebetic wizards. For each magical skill you have and each element you have learned the corresponding spell. Spells marked with an asterisk* require at least 2 ranks in the corresponding magical skill to have mastered. Write these down under mastered spells.

AirEarthFireWaterCelestial
AdjurationMinor Lightning*LockJavelin of Flame*Memory Lapse*Word of Abnegation
AlterationAura of MajestyPeerless Window*The Second Ocular Castigation*Water WalkingMinor Luck
ConjurationKeen-Eyed RangerBeckon the Sturdy Portal*Minor Fire Spirit*Call a Friendly WaveFloating Disc*
EnchantmentPack of Lightness*StoneplateFlamebladeStabilize the Alchemist’s EffortsAligning the Wizard’s Sanctum*
ThaumaturgyWard Against Words*Speak with Stone*Smokeless Flame*Duel of Wits*Carrying the Counterfactual*

Reputation

  • Answer who it is your character’s community is
  • Note outline of backstory
  • Propose who would assume your character’s place in the event of their death

Work with your GM to either create or choose a group which your character has a reputation with, allowing them to call in favors and have as potential allies. This could be the Thief’s Guild of New Lankh, a particular mystery cult, a strong family clan, or perhaps a group of like-minded craftsmen.

This should be related in some way to your choice of culture, background, or potentially class. Otherwise, a strong family tie to their culture of origin is the most typical. Write this down as a reputation with rank 3 (12 TP), the name of an individual who is your primary contact, and brief description of this relationship.

Select one other player, decide on how your characters have crossed paths in the past. Gain a rank 2 (6 TP) relationship with the group they are related to. These choices need not be symmetric, someone creating an Alcheran warrior could have aided your work at the Thief’s Guild, gaining them a reputation of 2 among the guild, but your character need not have been to Alchera in return - instead perhaps having spent a year living in exile among the Blem (having chose a different player to create an even deeper web of connections).

Blessings of Chaos

Roll once on the following chart for each blessing of Chaos you have accrued. If you roll duplicates you may instead choose the other result.

d100Result
1Avoid death, once
2-6Wild animals will attack others in party before yourself
7-10+1 AC against metal weapons
11-14+1 to reaction rolls with inhuman creatures
15-17Increase Intelligence by 1
18-23+1 to Evasion saving throws
24-28Gain specialization in (music) for Perform
29-31Maximum HP increased by 2 (including at later levels)
32-36Gain boon on all Divination rolls, no longer rolled twice
37Increase Strength by 1
38-42Gain 2d20 Training points in Perform
43One characteristic decreased by 1, another increased by 2
44-47Increase Constitution by 1
48-52+1 mental saving throws
53-54Your footprints glow, and may walk twice as far without tiring
55-56Granted 50 Chaos essence
57-60Increase Dexterity by 1
61-63The Winds have changed your true name, choose another name
64-65You are capable of Truespeech, the ability to speak with any creature that has a language - but must be honest
66Gain a third eye, able to perceive magical ortho-light
67-70Were-person, during Chaos season your body shifts to be that of another person
71-73Gain 5 extra Soul Points
74-77Increase Wisdom by 1
78-80Your tears are made of magical honey, capable of healing 1 HP per day
81-84Apparent age becomes 100, from here on you age backwards
85Gain 1 Attunement with Air magic
86Gain 1 Attunement with Celestial magic
87-91Increase Charisma by 1
92-99Birthmark acts as a spell tome for a random spell
100Roll twice, take both results

Write Down Skill Ranks

For each skill fill in the total rank on the front page based on the number of training points you have in each skill.

Skill RankTraining Points
12
26
312
420
530
642

Prepare for Adventure

Characters start with the fruits of their professions. Each skill in which you have at least one rank grants additional equipment. Your carrying capacity is half your Strength score for items at hand, plus up to a number of items equal to your full Strength score carried in a pack. Additional items may need to be stored at home. Details on items are under Equipment.

Your character has a residence near where they are born. This is unlikely to be freely owned property unless they are of exceptionally high status. Most are shared with family, or could be a friendly flophouse with sympathetic owner.

Decide what your character has on their person, write down these under readied items - for armor and weapons, or in your character’s backpack. All other items put under your character’s Holdings.

SkillStarting Equipment
AlchemyAlchemist kit, 3 firebombs, 3 smoke bombs, On Alchemy book
Athletics50 coin in tournament winnings
Artisanry20 coin, set of tools for each specialization
BeastmasteryPack ox, 30 bundles of grain, 1 scorpion bomb
Bushcraft50 ft. rope, animal snare
Concentration-
Devicecraft20 coin, thief tools
DiplomacyWrits of introduction
DivinationDiviner’s kit, 1 Prophecy Scroll
HealMedical kit
Investigation10 coin
LanguageScribe’s tools, cipher tube
LeadBanner with personal sigil
LoreHistory of the Fourth Age book
MiningMining kit
NavigationTreasure map, astrolabe
Perform50 coin, musical instrument
SailSmall sailboat 100 coin in debt
Seneschal300 coin account with Tithonian death-merchants
StealthCamouflage (dark clothing or ghillie suit)
Trade200 coin
--
ArcheryShortbow, quiver, 5 belladonna poison doses
Brawl50 coin in tournament winnings
Exotic Weapon1 exotic weapon
Great Weapon1 great weapon from cultural background
Hand Weapon1 hand weapon from cultural background, shield
Polearm1 polearm from cultural background
--
AdjurationSpell tomes for every mastered spell
AlterationSpell tomes for every mastered spell
ConjurationSpell tomes for every mastered spell
Enchantment2 each of air, water, fire, earth, and celestial essence
ThaumaturgySpell tomes for every mastered spell

For each readied weapon write down its attack profile next to the name.

  • Hit threshold for melee is 11 - associated Skill - Strength modifier
  • Hit threshold for ranged is 11 - associated Skill - Dexterity modifier
  • Damage is weapon’s damage die + Strength modifier

Finalize Character Sheet

Record derived values for your character, these are expanded upon in System Overview.

Derived CharacteristicFormula
Armor Class (AC)Brawl skill rank + Dexterity modifier + bonuses from worn armor
Spiritual Armor Class (sAC)Concentration skill rank + Wisdom modifier
Physical Saving ThrowClass bonus + Constitution modifier
Evasion Saving ThrowClass bonus + Dexterity modifier
Mental Saving ThrowClass bonus + Wisdom modifier
Melee Attack Bonus (per weapon)Weapon skill rank + Strength modifier
Ranged Attack Bonus (per weapon)Weapon skill rank + Dexterity modifier
Hit Threshold (per weapon)11 - Attack Bonus
Soul Points (SP)Intelligence characteristic + sum of all elemental Attunements
Command Limit (maximum number of followers)Class Leadership base + Lead skill rank + Charisma modifier
Carrying Limit (item slots in backpack)Strength characteristic
Readied Item LimitHalf, rounded up, of Strength characteristic
Preservation Limit (maximum alchemical items)Alchemy skill rank + Intelligence modifier
LiteracyChecked if at least one rank in Lore and Language
Lore specializationsChoose 1 per rank in Lore
Additional languagesChoose 1 per rank in Language
Artisanry specializationsChoose 1 per rank in Artisanry
Upkeep25 - Trade x 2 coins

Write Details for Specialized Skills

Choose additional languages, 1 for each rank of Language

  • Psuedophidian is a pidgin language known to most traveled peoples of the Shrinelands, of which there is no written form
  • Many magical books are written in High Ophidian (requires knowing Ophidian), Atlantean, or primarily Old Thuvian
  • Most diplomacy is carried out in the language of your neighbors, making Noctian, Alcheran, Ophidian, or Mortanian useful
  • Other more obscure languages include Blem, Tharsian, Vampiric, Underspeech, or Firespeech

For each rank of Lore and Artisanry, choose a specialization in those areas. These skills are unique in that they are more limited when used outside your character’s areas of expertise.

Attunement Bonuses

Under each elemental attunement, down the Soul Point cost for each magnitude of spell for this element. Spells with magnitude equal to your Attunement cost 12 Soul Points, while those with magnitude one less only cost 6 Soul Points.

Also for each element

  • Air - Lightning resistance, ignore X highest damage die from lightning
  • Earth - 1: +1 AC, 2: +1 AC, +1 HP, 3: +1 AC, +5 HP, 4: +1 AC, +5 HP, +1 DR
  • Fire - Fire resistance, ignore X highest damage dice from fire attacks
  • Water - Reduce mental damage by X, increase AC underwater by X
  • Celestial - Add to saves and AC against spells you have mastered