Creating a Character
Basic Features
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
Droquit
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.
Tail
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.
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 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.
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 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.
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 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.
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 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.
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
Droquian
Halsand
Isilian
Lacasin
Othenian
Draconian
Most people do not know Draconian, because most people who meet dragons die.
Old Othenian
Second Tongue
Background
Arcane Scholar
You have done significant research into magic and the practical applications thereof. Along with knowledge of the art, you have also gathered some useful trinkets and supplies to aid your research.
Starting Items
- Pouch, 73 Sel
- Wand with a small rough crystal set into the base
- Quill
- Ink Bottle
- Paper Scroll x5
- Notebook
- Five short sticks for enchanting
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
- Pouch, 150 Sel
- Longsword
- Paralyzing Poison in a Glass Vial x2 (Difficulty 1)
- Cloak
- Marked 5 Sel coin
Cook
You make a living cooking food, buying ingredients and turning them into delicious meals.
Starting Items
- Pouch, 100 Sel
- Mess Kit
- A key to a humble restaurant or bar in a town of your choice (Work with the GM to decide where)
- Spice Case
- Tinderbox
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
- Pouch, 100 Sel
- Glass Vial x10
- Bandage x5
- Healing Potion x3
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
- Pouch, 80 Sel
- One melee or ranged weapon
- Leather Armour
- Cooking Pot
Noble
You understand wealth and privilege. You know how to act in the presence of important people and you have been taught how to deal with diplomatic situations. You or your family may own land and have influence in the region.
Starting Items
Officer
You are no mere footsoldier. You are a commanding officer, strategizing and giving orders, rarely seen on the field of battle itself. You act with authority and have the rank to back it up. Many value your strategic insight.
Starting Items
Outlander
You have recently come from another land. Having travelled far, you pack light. You know your way around the wilds, but may face scorn from the natives of the lands you now find yourself in.
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
- Pouch, 50 Sel
- Holy Symbol
- Quill
- Ink Bottle
- Paper Scroll x5
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
- Pouch, 30 Sel
- Release Papers
Ranger
You understand the wilds and the creatures that roam in it, as well as how to hunt and survive in them. You know your way around a bow and you’re not afraid to use one.
Starting Items
- Pouch, 100 Sel
- Shortbow
- Arrow x20
- Flask
- Glass Vial with Level 2 Antidote x3
Sage
You are a scholar. Scouring scrolls and ancient texts, as well as going out into the field to perform experiments, you expand upon the knowledge you were taught.
Starting Items
- Pouch, 100 Sel
- Staff
- Glass Vial x10
- Quill
- Ink Bottle
- Paper Scroll x5
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
- Pouch, 100 Sel
- Compass
- Flask
- Ocean Chart
- Dagger
Soldier
You were a fighter. Disciplined, trained and alert. You know how to handle weapons and you’ve seen combat. You have a military rank that still holds influence, though not a particularly high one.
Starting Items
Thief
For whatever reason, you seek to take what is not yours. Sel, treasure or whatever it is that you fancy, you aim to find some unfortunate soul to obtain it from.
Starting Items
- Pouch, 30 Sel
- Dagger
- Lockpicking Set
- Sleeping Poison in a Glass Vial x2 (Difficulty 1)
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.
