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
  3. Background
  4. Class
  5. Class kit
  6. Starting gear
  7. Hit points
  8. Name, backstory

Roll Characteristics

Characters have six Characteristics: Strength, Dexterity, Constitution, Wisdom, Intelligence, and Charisma - usually between 3 and 18. These reflect their general potency in a number of domains.

  • 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
  • Wisdom: saves against mental and magical effects, avoiding surprise and ambush, teaching
  • 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:

  • Roll 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
  • Note any additional traits
  • Determine your character’s exact birthplace from the options presented, either by roll or choice. This also includes the location on the map.

After this you may either choose your character’s background, 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 guild, adoption by another clan, or other manner of relationship.

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

Beast Kingdoms

  • Languages: Noctian
  • 2 training points in Beastmastery, Heal, Seneschal, Alteration
  • Head of a heraldic animal
  • Born in 1d4: 1 - the domain of grand Chimericon under Prince Cyrus <x, y, z>

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 are only strange and twisted beasts.

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

Covered more in Secrets of the Beast Kingdoms.

Alcheran

  • Languages: Alcheran, Psuedophidian
  • 2 training points in Athletics, Artisanry, Diplomacy, Trade
  • Gain 6 points in Background skills instead of the normal 5
  • Born in 1d4: 1 - the vast halls of Labyrinth, 2 - the hinterlands beyond Labyrinth, 3 - the former glory of the City of Glass, 4 - a smaller city state who’s nature you help determine with your GM

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.

BackgroundSkills
1CraftsmanArtisanry, Concentration, Diplomacy, Seneschal, Trade
2CaravaneerDiplomacy, Language, Lead, Navigation, Trade
3CourtierDiplomacy, Language, Perform, Teaching, 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, Psuedophidian
  • 2 training points in Alchemy, Devicecraft, Stealth, Exotic Arms
  • Maintenance of cost of Lankh technology is reduced by 1

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. 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.

Blemmyes

  • Languages: Blem, Ophidian
  • 2 training points in Bushcraft, Heal, Lore, Investigation
  • Headless: 50% chance for any critical hit to be a regular hit instead

Headless men, also called the akephaloi, they have large faces on their chests rather than the typical arrangement. Most live in and around Blem, 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.

Ophidian

  • Languages: Ophidian, Psuedophidian
  • 2 training points in Alchemy, Diplomacy, Language, Seneschal
  • Toxic blood, ability to draw out poison

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 small group of Ophidian refugees forming a sister city to Blem. Ophidians themselves have a varying degree of serpentine traits. Most slither on a serpentine tail, while all of them have poison blood and fangs.

City of Miners

  • Languages: Underspeech, Alcheran
  • 2 training points in Artisanry, Devicecraft, Hand Weapon (Hammer), Enchantment, Mining
  • Cave sense: able to navigate in enclosed stone environments without light

The 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.

Xanthian

  • Languages: Xanthian, Psuedophidian
  • 2 training points in Archery, Athletics, Sail, Teach
  • Specializations in Archery (Great Bow), Athletics (Swim), and Conjuration (Illusion)
  • Gain 1 additional hit point per hit die

Easternmost of the eras after atlantis#todo

The storm-hardened shores of Xanthe are home to lands of incredible abundance. Along these live the 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. The Xanthe who have ended up in the Shrinelands have a more tragic history, as the remnants of a shipwrecked expedition stranded by a formidable storm.

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.

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.

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.

For your class write down

  • Starting HP, this is the maximum value on the HD + Constitution modifier
  • Saving throws, Evasion includes Dexterity modifier, mental includes Wisdom modifier, physical includes Constitution modifier
  • Special abilities for your class

Additionally your characters have had some time as adventurers to gain a variety of skills. For the specific classes you gain. Alternatively you may choose a preset Class Kits for a character with more specific training.

Fighting-Man

  • Distribute 18 additional training points (maximum of an additional 5 in any single skill)
  • Heroic expertise in Martial Training

Men of Many Ways

  • Distribute 24 additional training points (maximum of any additional 6 in any single skill, ignore bonus from Quick Study during character creation - this is factored in as the additional training points)
  • Heroic expertise in any General Expertise

Magic-User

  • Distribute 4 additional training points to any General or Martial skills
  • 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)

Begin with some knowledge of the Curriculum, a set of spells developed by the legendary Ecnavian wizards. For each magical skill you have and each element you have learned the corresponding spell. Write these down under mastered spells.

AirEarthFireWaterCelestial
AdjurationMinor LightningLockJavelin of FlameMemory LapseWord of Abnegation
AlterationAura of MajestyPeerless WindowThe Second Ocular CastigationWater WalkingMinor Luck
ConjurationKeen-Eyed RangerBeckon the Sturdy PortalMinor Fire SpiritCall WaveFloating Disc
EnchantmentPack of LightnessStoneplateFlamebladeStabilize the Alchemist’s EffortsAligning the Wizard’s Sanctum
ThaumaturgyWard Against WordsSpeak with StoneSmokeless FlameDuel of WitsCarrying the Counterfactual

Blessings of Chaos

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 LimitClass Leadership base + Lead skill rank + Charisma modifier
Carrying LimitStrength characteristic
Readied Item LimitHalf, rounded up, of Strength characteristic
Preservation LimitAlchemy skill rank + Intelligence modifier

Choose additional languages

  • Psuedophidian is a pidgin language known to most traveled peoples of the Shrinelands
  • Literate characters should consider High Ophidian, Atlantean, Old Thuvian

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.

SkillStarting Equipment
AlchemyAlchemist kit, 3 firebombs, 3 smoke bombs
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
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
--
Adjuration
Alteration
Conjuration
Enchantment2 each of air, water, fire, earth, and celestial essence
Thaumaturgy