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Chapter 10

Creating a Character

Creating a character is necessary before you begin playing. Fortunately, the process is relatively straightforward. Start by downloading and printing the character sheet.

Basic Features

Each character has a set of features that define who he or she is. These are:

Name

Each character has a name. Some may also have nicknames, but its useful to have at least one name for people to call you by.

Movement Speed

The movement speed of your character is typically 10 metres. This is walking speed. You can use your Action to run, which doubles the speed with which you move. (Any bonuses to your movement speed, unless stated otherwise, are doubled as well)

Health

Your health represents the physical condition of your body. Your health is divided into six parts; your head, torso, arms, and legs.
On level 1 each bodypart starts with 1 health. You can increase it by putting points in the Health Proficiency.
See the Health and Death section for more details.

Races

There are several races in Daios. When you create your character, pick one of them.

Droquit

Droquit are an elegant yet ruthless species. Firm believers in reincarnation, their bravest rush into battle without fear of death.
Droquit mature at age 10, living up until around 50-60 years.

Appearance-wise, the Droquit are similar to the Salsant except for the horns on the sides of their heads. They are often slightly taller, often between 170cm and 195cm, weighing between 70 to 85kg. They also have patches of dark scales along various parts of their body, particularly the shoulders, back, elbows and knees as well as the sides of their face. Their skin can range from a pale color similar to most Salsant to a dark blue.

Bonus: Droquit gain an extra appendage, a tail, which can take damage like any other bodypart. This tail can not be used to attack or grab.

Tail

Crippled:
No adverse effects, except for pain. You may, as short action, destroy your tail by separating it from your body. If done in this way, the tail will wriggle on the ground for one hour.

Destroyed:
Your tail separates from your body. After 24 hours, a new tail regrows with 1 HP.

Naming Conventions:
Droquit names often have a spiritual ring to them. Names for males and females do not differ and the Droquit do not have a simple first name/surname structure. Family names seem unimportant as to them each newborn is a soul returning from a previous life. For the same reason, familial ties are often far less important than their tribe. Examples include:
- Quiet Mountain
- Ten Thousand Blessings
- Indestructible Mountain
- Moonlight
- Illuminating Way

Each Droquit also belongs to one of the three Great Tribes: the Radiant Sun, the Unbroken Mountain or the Everlasting Storm. A fourth house, the Silver Moon, was believed to have gone extinct during the eruption of the volcano that drove the Droquit from their lands, though some still claim sightings of their people from time to time. Many Droquit still refer to the four Great Tribes as a sign of respect, believing their souls trapped and unable to reincarnate after the catastrophe.

Isilian

Isilians are peaceful creatures hailing from an island region to the west. They are in tune with nature and excellent hunters, commonly seen fighting enormous beasts found on their homelands.
Isilians mature after 16 years and usually live around 70-80 years.
Appearance-wise, Isilians have a thin coat of fur, ranging from white to brown, on their forearms and lower legs. They have a short tail and long bunny-like ears. Adults range between 150cm and 175cm, weighing around 50 to 70kg.

Bonus: Isilians gain one free point in the Survival Proficiency.

Naming Conventions:
Isilian names consist of a first name and a clan name. Male first names are often inspired by stone and metals (giving them a myriad new name options when Lacasin trade started), while female names are inspired by water and animals closely related to it.
Clan names are almost always inspired by nature.
For example:

Male:
- Silverstone
- Ironhand
- Coppereye
- Steelcliff
Female:
- River
- Pond
- Dew
- Raindrop
Clan:
- Blackleaf
- Mossbranch
- Blackfang
- Yellowbeak

Lacasin

Lacasin are small intelligent creatures. They have a knack for magic and economics. They are expert traders and wise scholars.
Lacasin mature around age 14, living up to around 110-120 years.
Appearance-wise, Lacasin have long, pointed ears. They are a short people, rarely growing taller than a metre, weighing about 20 to 25 kg. They can be comfortable in high temperatures, but generations in Halsand have them grown accustomed to the more temperate regions. Their innate connection to the magical has caused their species to have wildly varying hair and eye colors.

Bonus: Lacasin gain one free point in the Charisma Proficiency.

Naming Conventions:
Lacasin names consist of two (or three, for males) phonemes. The first components of the name and surname (as seen below in bold) are essentially family names, as they are passed to children. The last phoneme is unique to the individual. In addition, noble houses have a second name, a single phoneme from their house name, often the first. Noble house names are based on the city that house founded. For example, Babanu Du Lenu from house Duran (House Duran being the founders of Duran Vosa, which in turn was taken from the founders’ names; Duduran Du Meran and Vovosa Du Lisa)

Lacasin first names consist of two phonemes. For the Lacasin from Halsand, the first phoneme in the first name is repeated, Jajano, Kokobi, Yayamo, Chuchumu, Memeri.
The Lacasin from Durand do the opposite, they repeat the second phoneme in the last name. For example: Modidi, Gatsutsu, Nomimi, Jimumu, Nezuzu

The first phoneme in the first name is taken from the father’s name, while surnames use the first phoneme from the mother’s name. The last phoneme in both names is effectively the given name.

For example, The son and daughter of Jajano Meno (father) and Chuchumu Komu (mother) could be Jajaba Chuba for the son and Jajane Chune for the daughter.

Othenian

Othenians are a strong people, used to the harsh and unforgiving climate of their homeland. They are traditionalists and very warlike.
Othenians mature after 15 years, usually living around 60-70 years.
Appearance-wise, Othenians are large and muscled, standing two metres tall on average, weighing between 70 to 110kg. They have a thick insulating grey skin that protects them from the cold in their homeland and as such favor light clothing when in the Halsand Empire. They are often distrusted until they have truly proven themselves friendly. Their physique is intimidating to many (especially the comparably microscopic Lacasin), as the meritocratic society means most Othenians are in good shape.

Bonus: Othenians gain one free point in the Resistance Proficiency.

Naming Conventions:
Othenians use names similar to those used in the ancient Roman empire. Longer names are seen as a sign of a powerful family, stemming from a time where ink that didn’t freeze was expensive, thus writing long letters and signing them with your full name was a sign of wealth. Many give their children a second name as well. This practice has lead to the majority of the population being literate in a very early stage of their society and increasingly long letters which were decreasingly comprehensible.

Salsant

Salsant are adaptable, versatile and very intelligent. They are the most common race in the Halsand Empire and have varying expertises. Salsant are experts on technology, having depended on it long before magic became well-understood and widespread.
Salsant typically mature around 16 years and can live as old as 80-90 years.
Appearance-wise, Salsant look very similar to real-life Humans. They are usually around 170 to 180 centimetres tall, weighing between 60 to 80kg and have skin tones from a pale white to a dark brown.

Bonus: Salsant gain one free point in the Crafting Proficiency.

Naming Conventions:
Salsant first names are similar to real-life Anglo Saxon, Celtic and Briton names that appeared in medieval (pre-17th century) Europe.
Their surnames are usually (though certainly not always) based on professions, or locations of where they or their families lived. These are passed on to children as family names.

Languages

When creating a character, pick up to two languages that you know how to speak, read and write.

Droquian

Droquian is a more harsh language which makes heavy use of consonants. It was originally spoken by the Droquit, though they all speak Halsand in public. The language is still widely used in private circles. Not many others speak Droquian, except those living in close proximity of large Droquit populations.

Halsand

The primary language taught and spoken in the Halsand Empire, both in Halsand and Durand. The language was introduced to Durand after the formation of the Empire. The Lacasin freely adopted the language in order to improve relations with Halsand. Both Salsant and Lacasin born in the Halsand Empire speak this language primarily. In addition, many Isilian speak the language as well if they’re involved with the Lacasin traders. Halsand has relatively little inflection and a fixed SVO word order for more complex sentences.

Isilian

Isilian is a more utilitarian language. It has relatively little synonyms and allows short sentences to get a point across, making much use of diphthongs which appeared in the language over time as words evolved. While Isilian is the primary spoken language in Isilia, most Isilians speak Halsand and Othenian as well (a very small number even speaks Lacasin). This is in part due to the frequent trade with the Lacasin companies as well as visits from Othenians.

Lacasin

Originally spoken by the Lacasin before the Halsand Empire was founded, nowadays it is mostly taught within noble Lacasin circles solely to preserve the language. Some more isolated Lacasin villages on islands near the coast sometimes still speak it, but in general the language has gone out of use. It is an agglutinative language with many repetitive phonemes and sounds.

Othenian

Othenian is a relatively highly inflected language spoken on the Othenian continent. It evolved from Old-Othenian, which was rather more simple in comparison. Othenian has long words and a very rich vocabulary, partially because repetition of words is frowned upon in Othenian culture which values literacy and proper speech highly. Many believe that the extreme contrast with the Halsand language may be one of the most important reasons behind the start of the war.
Several other spoken and written languages exist that are not often encountered. You cannot pick these languages as starting languages, but you may be able to learn them while playing the game.

Draconian

Draconian is spoken by Dragons. While this is often not the only language they know, they prefer not to use others as a matter of pride. It is a deep and harsh language. Draconian text is done in a different way than most others; a finished page of writing is more akin to a detailed painting than simple strings of characters.
Most people do not know Draconian, because most people who meet dragons die.

Old Othenian

The Othenian language has evolved so drastically that the old way of speaking might as well be a language on its own. Old Othenian has a comparatively simple sentence structure, as well as a slightly harsher script. Nowadays it is spoken by only a handful of people, mostly as a hobby.

Second Tongue

The language spoken by the Second Ones. Many scholars have attempted to decipher their written language without much success. While no doubt a spoken variant exists, without any living Second Ones to speak it, it will remain a mystery forever. Only the most devoted scholars may understand the written language, to some extent.

Background

Assassin

Working from the shadows, often hired by people seeking greater influence within borders. You are well versed with a poison-coated blade, you know how deep to cut to inflict fatal wounds and you have the connections to disappear without a trace. The shadows are your friends.

Starting Items

Cook

You make a living cooking food, buying ingredients and turning them into delicious meals.

Starting Items

Crafter

You make a living creating products. Gathering required components or resources and transforming it into a finished thing, which you sell for a profit.

Starting Items

  • Pouch, 100 Sel
  • Crafting toolkit of your choice
  • A key to a humble workshop in a town of your choice (Work with the GM to decide where)

Deprived

You may have had a life some time ago, but you lost everything.

Starting Items

  • Nothing!

Doctor

You have dedicated your life to saving those of others. Curing disease and healing wounds, you have built up a reputation in your hometown.

Starting Items

Entertainer

You have utilized your charisma to entertain the masses. You sing, dance, play music, tell stories and/or perform for a living and you do it well.

Starting Items

  • Pouch, 80 Sel
  • Two disguises/costumes of your choice
  • A musical instrument of your choice

Farmer

You have spent most of your life working the fields and growing crops.

Starting Items

Mercenary

You were a fighter for hire. While you have your own morals and codes, you essentially fight for whoever pays you. You have built up a modest reputation, which helps when you’re looking for a job.

Starting Items

Priest

You live your life in servitude to Daios, Thazotz or both. You have spent much of your life in a temple or church and have a good reputation among the other priests there.

Starting Items

Prisoner

You were imprisoned for a crime you may or may not have committed. You have served your time and have been given a second chance in the world. The local guards keep a close eye on you, but you are once more free to go your own way.

Starting Items

Sailor

You come from a life at sea. You’ve seen many ports and braved great storms. You know how to operate a ship. You easily blend into the crowd of a new city or town.

Starting Items

Experience and Gaining Levels

Experience Points

To gain power, you must gain experience. Experience points can be obtained in many ways; generally, each point roughly equals a full week of training for lower levels. Higher levels will take longer to reach.

A few examples to gain points are:
Completing a Combat Encounter, or avoiding it in a clever way
You might kill a group of hostile creatures, or you might talk your way out of fighting using your diplomatic wit. Or maybe they never knew you were there, as you used your skill to sneak past them entirely?

Training under a master
Instead of going out into the dangerous wilds, you may choose to train for some time under a master instead.

Completing a mission or quest
Whether you succeed or fail a mission or quest, you can look back on your experience and learn from it.

Magic
Honestly, when magic is involved, anything could happen.

Your GM will tell you when you’ve earned an experience point.

Levels

When you have an amount of experience points equalling your level + 1, you lose that much experience points and gain a level. When you do, you gain three Proficiency Points which you can use to learn new Proficiencies or improve any you already have. The three Proficiency Points gained when leveling up may not be spent on the same proficiency.