Character Creation Guide
A step-by-step walkthrough for assembling an adventurer, with every roll and every choice in the order you will need to make them.
This guide walks a player from a blank sheet to a ready-to-play Level 1 character. It is a placeholder until the full reference content is in place — the structure below shows how each section will be laid out.
1. Choose an Ancestry
Your ancestry sets your base attributes and innate traits. Each ancestry has its own page with a full description, stat lines, and traits.
Sample attribute spread
| Ancestry | Strength | Agility | Intellect | Will |
|---|---|---|---|---|
| Human | 10 | 10 | 10 | 10 |
| Halfling | 8 | 12 | 10 | 10 |
| Syl | 9 | 11 | 11 | 9 |
2. Choose a Novice Path
Your first path defines your core role — warrior, rogue, magician, or priest. You will choose two more paths as you advance: an Expert Path at level 3, and a Master Path at level 7.
3. Assign Attributes
You start with a base score of 10 in each attribute. Apply your ancestry modifiers, then distribute additional points based on the choices below.
- Apply your ancestry modifiers to your four attributes.
- Distribute 4 additional points among your attributes — no single attribute may go above 13.
- Calculate your derived stats: Health, Defense, Speed, and Perception.
4. Pick Equipment
Each Novice Path comes with a starting equipment package. You may take the package as-is, or trade an item for an equivalent from the same category.
| Path | Weapon | Armor | Kit |
|---|---|---|---|
| Warrior | Sword + shield | Leather | Travel rations |
| Rogue | Daggers + short bow | Leather | Thieves' tools |
| Magician | Quarterstaff + dagger | Robes | Spellbook + chalk |
| Priest | Mace + holy symbol | Hide | Healing supplies |
5. Finishing Touches
The last step is the part of the sheet that turns numbers into a person. None of the choices here change your stats — they change everyone else's read of your character.
- Name — pick something the table can remember after one telling.
- Background — one or two sentences on what your character did before adventuring.
- Drive — what they want from this campaign, in one phrase.
- Optional: a small physical detail that's true even when nothing else is happening — a limp, a tic, a missing tooth, a crow on the shoulder.
Once these are filled in, you have a Level 1 character. Bring the sheet to your first session and the table will do the rest.