Character Creation
Once the campaign setting has been established, it's time for the players to create their characters. Players must first consider what kind of character they'd like to play. Do they fancy adventuring as a daring rogue or a fearless barbarian? Do they wish to cast spells or face challenges head on? Asking these, and other, questions will help define what kind of play-style your players would like to employ. Every character will have the following traits that define them: name, lineage, appearance, behavior, and background. The following is a step-by-step guide on how to create a Sojourner character.
The first step in creating a character is defining their appearance. This includes their lineage, name, mannerisms, and background. Each one of these characteristics help define who your character is going to be.
Choose a Lineage
A lineage is a type of being inhabiting the material plane of Sojourner. There are a diverse collection of lineages, each with their own specialties and traits. Choosing a lineage that compliments your preferred play-style is imperative. You might not expect a Hinfolk to be able to lift massive boulders out of the way of a mountain pass, but you could expect that from an Orcrin. That said, you need not feel limited by a lineage's strengths, this is only the beginning and it is your journey, not your origin, that will shape who your character will truly become.
Choose a Name
In many ways, a character's name can be the most important part of their creation. It can allude to their mannerisms, personal history, familial ties, trauma, ambitions, or even foreshadow their future. It's imperative that players carefully consider their character's name and choose a name that adds depth, belies hidden meanings, or is simply enjoyable to have. Whether you end up playing Avigar Flame-bearer, the paladin-in-training, or Wheatley Scrufftop, the local jokester, it's important to fashion a name that embodies who you want your character to be.
Describe your Appearance
Describe any and all details you deem relevant for yourself such as: height, eye and hair color, or preferred clothing. The more detail you provide, the more vivid an image you paint for your fellow party members. Always remember, however, to only describe your character to your and the other participants' level of comfort.
Descriptions like this help bring a character to life and create a vivid image for the other players and the GM to interact with.
Determine Behavior
Establishing how your character will behave as a baseline will go a long way in helping you play your character in plot-heavy moments. Do they have an accent or unique speaking pattern? Are they calm, cool and collected or gruff, blunt, and driven? These questions will help you play the character you want to play. Traditionally, you can define yourself in one of nine possible ways. These nine behavioral types are derived from the character alignment chart.
This chart is a representation of all the possible characteristics of a player's character that can help them decide what to do in certain situations. This table provides a visual illustration of nine general behavior types which provide a baseline for your character to expand upon. Bear in mind, people are rarely so stubborn and inflexible as to always think and act within a limited range such as depicted in the chart. Even the most static of people will be given to fits of impulse or order that might otherwise run counter to their general nature.
| Lawful | Neutral | Chaotic | |
|---|---|---|---|
| Good | Lawful Good | Neutral Good | Chaotic Good |
| Neutral | Lawful Neutral | True Neutral | Chaotic Neutral |
| Evil | Lawful Evil | Neutral Evil | Chaotic Evil |
This is simply a quick way of describing how you will generally behave as a baseline and is in no way a limiter to how you may want to behave at any given moment. Characters are rarely static and can change mentally and emotionally throughout a campaign and extreme circumstances often bring out rarely seen sides of the best and worst of us. Be aware, however, certain alignments may prevent you from using relics that do not align with you.
Each lineage grants its own traits. Read more about who these peoples are in the Lore.
Dwerin age at a standard rate and, on average, can live to be 180 years old. They range from 4 to 5 feet tall, weigh around 220 pounds, and can read, write, and speak Dwerish, Common, and one other language.
- Dwerin Prowess. You start with a proficiency level in appraisal and society.
- Dwerin Purpose. Re-roll your first failed profession-related roll once per long rest.
Origins
Dwerin exist in few places and, as such, do not have much in the way of diversity. However, there are clear distinctions that can be made between those who live in the mountains and those who live deep underground. Choose one of the following as your origin.
Peakwalker
Growing up in the howling peaks of the mountains has shaped you into an adept mountaineer. Your days of clambering over boulders and scaling sheer cliffs have made climbing second-nature.
- Your climbing speed is not reduced by not using climbing tools.
Chasmdweller
Your eyes have adapted well to the darkness of the mines and subterranean depths in which you were raised.
- You can see an additional 10 feet when in partial darkness and 5 feet when in complete darkness, however, you have disadvantage against checks to not be blinded.
Elvarin age slowly and, on average, can live to be over 300 years old. They range from 6 to 7 feet tall, weigh around 120 pounds, and can read, write, and speak Elvarin and one other language.
- Elvarin Nature. You gain a proficiency level in nature and survival.
- Elvarin Perfection. You start with an additional proficiency level in a tool of your choice.
Origins
Elvarin are classified by the season during which they are born. Each season poses a different meaning and influences your character's growth into adulthood. Choose one of the following as your origin.
Summer
Elvarin born during the summer months resemble the warmth and beauty of nature. They are carefree and have an optimistic approach to their problems.
- Sunlit Vigor. If you take a short rest in direct sunlight, you begin the next encounter with +5 temporary HP.
Fall
Elvarin born in the fall months tend to be more reserved than their kin. They tend to live in seclusion, or small groups and typically make homes of giant mushrooms or the old stumps of great trees.
- Harvest's Due. Once per long rest, you can hasten the decay of dying flora in an area, leaving fertile ground in your wake. The next nature or survival check made there before your next long rest is made with advantage.
Winter
Elvarin born in the winter months live in medium-sized communes and have a strong familial bond. They are festive and have a number of holidays dedicated to their gods and spirits of nature.
- Sure Footing. Difficult terrain invoked by snow or ice does not affect you.
Spring
Elvarin born during the spring months embody the power of new life and rebirth. They live in big farming communities and hold large festivals celebrating the new year and the abundance of life.
- New Growth. If you take a short rest surrounded by living plant growth, your next successful attack or spell cast during the following encounter also restores 1d4 HP to yourself or an ally within range.
Grovani age at a standard rate and, on average, can live to be 300 years old. They range from 5 to 7 feet tall, weigh around 210 pounds, and can read, write, and speak Grovish and Common.
- Nature's Bounty. Having grown up in the wilderness, you begin with a proficiency level in animal handling and nature.
- Nature's Embrace. As an action, you are able to embed yourself into natural surroundings, disappearing completely. While in this state, you cannot perform any actions except leaving this state.
Origins
Grovani are classified based on the Circle in which they were born and the locale to which they are Rooted. From remote mountain peaks to lush forests teeming with life to hidden gullies formed over eons, Grovani Circles are found in the wild places of the world and are a closely guarded secret. Choose one of the following as your origin.
Earthbound
Grovani who gather around natural springs, waterfalls, and lakes are drawn to the power of the earth.
- Earth's Warmth. You do not suffer in hot or cold weather.
Worldtree
Grovani who gather around the Worldtree are infused with its energies.
- Worldtree Protector. You cannot be charmed by magickal means and do not need to sleep so long as you meditate for at least 4 hours per day.
Hinfolk age at a standard rate and, on average, can live to be 220 years old. They range from 4 to 5 feet tall, weigh around 120 pounds, are of small size, and can read, write, and speak Hinnish, Common, and one other language.
- Harhome Haggling. You start with a proficiency level in bartering and persuasion.
- Hinfolk Obscurity. Due to your small stature, you have advantage on Stealth checks.
Origins
Due to the fact that Hinfolk travel in large communes, they have had little time to diversify themselves, therefore, their classifications are between their performances and mercantile skills. Choose one of the following as your origin.
Merchant
You were raised bidding on and selling everything you could get your hands on. Time spent at the market is time well spent.
- Your upbringing in the caravans of merchants has lent you a proficiency level in bartering.
Troupekin
You were raised in the arts of dancing, music, acting, and merrymaking.
- You begin with an initial proficiency level in acrobatics or performance.
A diverse and adaptable lineage known for their versatility and capacity to thrive in various environments and cultures. They are one of the most populous lineages and are scattered across different regions and kingdoms. They live to be around 110 years old, range from 5 to 6 feet tall on average, and can read, write, and speak Common and speak one other language.
- Humarin Talent. Being a Humarin means you integrate with society on a level that far exceeds normal. You start with a proficiency level in society and bartering.
- Humarin Skill. Interpersonal relationships come second hand to you. As a result, you have an innate understanding of civics. You start with a proficiency level in a civic tool of your choice.
Origins
Though solid, unchanging, and traditional, Humarin do differ slightly depending on the region from which they hail. Choose one of the following as your origin.
City Dweller
You've grown up in one of the many metropolises that litter the world. Stone bricks are your forest floor and towering buildings are your trees.
- You know where to find any shop of merit in a large city.
Oceanic Islander
You are from a community that exists on either the shore-line of an ocean or on one of the globe's many islands. Islander Humarins are masters of the tides and winds as they are familiarized with ships at a young age.
Grand Valley
You are from one of numerous village communities whose focus is raising crops and animals and, as such, have been toiling in the soil and tending to the needs of the village for the majority of your life.
- Beast creatures are not immediately hostile towards you.
Orcrin age at a standard rate and, on average, can live to be 100 years old. They range from 6 to 7 feet tall, weigh around 240 pounds, and can read, write, and speak Ocrish.
- Orcrin Tradition. Hailing from a warring people has granted you a proficiency level in a weapon class of your choice.
- Legacy of Ash. Deal an additional 2 damage with melee weapons but bartering, history, and society rolls are made with disadvantage.
Origins
Orcrin are classified by their clan as each one has different methodologies when it comes to how they train and where their focus lies. Choose one of the following as your origin.
Anduli Clan
Clan Anduli is the largest of the Orcrin clans. They have outposts all across the world and are the foremost fighters.
- Hailing from the Anduli clan lets you access other clans' garrisons as an emissary.
Greakas Clan
Clan Greakas produces the largest warriors of all the clans and typically loans them out as mercenaries.
- Add a foot to your overall height, 50 lbs to your weight, and you gain advantage on checks against being poisoned or inflicted with a disease.
Vrikkeki Clan
The Vrikkeki Clan is a clan of almost entirely female warriors. A male Vrikkeki, once they reach the age of adulthood, is exiled until they slay the greatest beast they can find. Most do not return.
- You have a +2 to rolls to determine the weaknesses of beast creatures you encounter.
Krok Clan
The Krok clan is all but demolished and has been scattered across the world. Rather than amass large armies to wage war on their neighbors, lone combatants roam the world seeking to combat grand champions.
- You may invoke the right to challenge any famous champion from a clan and be granted an audience with them.
Backgrounds describe what your character did before the events of the campaign. This will help your GM understand what skills your character is proficient with or what knowledge they may have.
Character Traits
Traits are an optional characteristic that can add flavor to your character. Character traits like Personality, Drive, Bonds, and Flaws are narrative tools that help define who you are beyond your skills and statistics. These elements shape how your character thinks and behaves.
Personality
Your personality is your general demeanor, habits, and social behavior. Are they charming and talkative, or quiet and calculating? Do they crack jokes in tense moments, or remain serious and focused? This trait guides how your character speaks and behaves at the table.
Drive
Your drive is your motivations, the inner goals or desires that push them forward. These might be personal ambitions like seeking revenge, pursuing knowledge, protecting loved ones, or proving their worth. Your drive gives your character direction and purpose.
Bonds
Your bonds are the emotional connections your character has to people, places, or ideals. These could include loyalty to a mentor, a promise made to a sibling, or a sacred duty to protect a village. Bonds tie your character to the world and give the GM tools to create personal stakes in the story.
Flaws
No person is without flaw and your character is no different. They might be impulsive, prideful, fearful, or haunted by guilt. Flaws give the GM something to press on, and they create the moments where a character stops being a sheet and starts being a person.
Each background reflects the life your character led before the campaign began, granting proficiencies and knowledge shaped by that experience. Choose one that fits the story you want to tell.
“Trained in the halls of spellcraft, you've seen the price of knowledge and still chased more.”
You studied in an arcane institution, perhaps a wizard's college, private tower, or guild-run academy. Whether you were an idealistic student, a teacher's pet, or a bitter dropout, magick was your world. You've seen both its beauty and its cost and, now, you carry that insight into the wider world.
Arcane Credentials
You carry the reputation of your school, for better or worse. Scholars, enchanters, and magickal institutions recognize your education and may respect (or resent) it. In academic circles, you can request access to restricted libraries, research labs, or scholarly favors if you invoke your credentials. You start with a proficiency level in arcana and history.
Starting Equipment
You begin your adventure with the first magickal focus or charm you used, a marked-up coursebook or study scroll, robes with a school insignia stitched over or torn out, 1d10x10 gold coins, and 2 personal arcane trinkets.
Traits (Optional)
These traits can be used as-is or as a template for your own traits. You may select one from the list, roll a d4 and take the number on the die, or create your own trait.
| d4 | Personality |
|---|---|
| 1 | I correct magickal misconceptions with thinly veiled contempt. |
| 2 | I talk to myself when solving problems. |
| 3 | I compulsively collect strange magickal trivia or folklore. |
| 4 | I treat commoners like they're just uneducated students. |
| d4 | Drives |
|---|---|
| 1 | I want to master the arcane arts to reshape the world. |
| 2 | I want to prove I'm more than just a failed experiment or dropout. |
| 3 | I want to unlock knowledge no one else has touched. |
| 4 | I want to surpass my old mentors and rewrite the curriculum. |
| d4 | Bonds |
|---|---|
| 1 | I had a magickal rival who made me better. |
| 2 | A professor once risked everything to protect me. |
| 3 | There's a spell in the restricted vaults that haunts my dreams. |
| 4 | My former roommate vanished in a summoning gone wrong. |
| d4 | Flaws |
|---|---|
| 1 | I want to push magickal boundaries without caring who gets hurt. |
| 2 | I'm addicted to arcane theory and find it hard to focus on other, more mundane topics. |
| 3 | I treat magick like it's always the solution, even when it's not. |
| 4 | I stole something from the academy, and the faculty are still looking for me. |
“Built on grit, muscle, and the will to win, on the field or in a fight.”
You gave everything to competition. Whether you were a rising star, a local hero, or just damn good at what you did, you've learned to push your limits and chase the next win, no matter the arena.
Champion's Respect
Your reputation precedes you among athletes, fans, and locals. In communities that value sport or competition, you're treated with recognition or admiration. You can often secure lodging, basic needs, or challenges just by mentioning your past achievements. You start with a proficiency level in athletics and performance.
Starting Equipment
You start with a token from your career (medal, fan letter, signed item, etc.), a patched or well-worn uniform or other article of athletic clothing, a bundle of cloth wraps or bandages, and 1d10x10 gold coins.
Traits (Optional)
These traits can be used as-is or as a template for your own traits. You may select one from the list, roll a d4 and take the number on the die, or create your own trait.
| d4 | Personality |
|---|---|
| 1 | I treat every obstacle like a challenge or contest. |
| 2 | I stick to a rigid training regimen. A day just doesn't feel right unless I start with exercise. |
| 3 | I sieze every chance I get to regale others with stories from my glory days. |
| 4 | I can't resist showing off in front of a crowd. |
| d4 | Drives |
|---|---|
| 1 | I want to be remembered, immortalized in song. |
| 2 | My body is a work of art and I seek to hone and perfect it into a masterpiece. |
| 3 | My fame was fleeting and many see me as washed-up. I intend to prove them wrong. |
| 4 | I want to push my limits as much as possible just to see how far I can go. |
| d4 | Bonds |
|---|---|
| 1 | A former teammate saved my life. |
| 2 | I owe my career to a coach or patron I disappointed. I want to do right by them. |
| 3 | Despite my success, there was always one rival I just couldn't beat. |
| 4 | A fan once wrote me a letter I still carry. |
| d4 | Flaws |
|---|---|
| 1 | Winning is everything. If I'm not winning, I'm failing. |
| 2 | I downplay injuries and forsake my health for the sake of competetition. |
| 3 | I hate not being the center of attention. |
| 4 | I left my sport of my own volition but lied to save face. Lying has become my default defense mechanism. |
“You grew up fast in the alleys, gutters, and rooftops, city-bred and street-wired.”
You were raised in the streets, surviving by instinct — scavenging, scheming, taking whatever the city offered. Whether you were part of a gang, a messenger crew, or just a scrapper with fast feet, you know how the city breathes. You speak its rhythm, dodge its teeth, and make your own luck in its shadows.
Urban Phantom
You move through cities like smoke, ducking patrols, climbing alleys, and slipping through gaps others don't see. You always know where to hide, who to ask, and where the danger is thickest. In your home city, you can find a contact, safe corner, or fast escape almost anywhere. You start with a proficiency level in sleight of hand and stealth.
Starting Equipment
You start with a worn-out tool or trinket tied to your survival method, layered rags or oversized clothing with sewn-in hiding pockets, a token or charm from a gang, friend, or fallen mentor, and 1d6x10 gold coins in a sock or boot.
Traits (Optional)
These traits can be used as-is or as a template for your own traits. You may select one from the list, roll a d4 and take the number on the die, or create your own trait.
| d4 | Personality |
|---|---|
| 1 | I sleep lightly and only ever with my back to a wall. |
| 2 | I often find myself subconsciously searching for exits, guards, and fat coin purses. |
| 3 | I cannot help but quip and joke, even when in serious situations. |
| 4 | Wide open spaces with a lack of hiding places make me nervous and uneasy. |
| d4 | Drives |
|---|---|
| 1 | Proper meals were rare in my youth. Now that I'm in a better spot, I've vowed never to go hungry again. |
| 2 | The elite have always looked down on me. I cherish the opportunity to show them up. |
| 3 | I've spent my entire life watching for danger. Now, I just want a safe place to call my own. |
| 4 | I was just another street urchin for years. Now, it's time I made a name for myself. |
| d4 | Bonds |
|---|---|
| 1 | An old gangmate has dirt on me. |
| 2 | A street preacher once saved me, and gave me a second chance. I owe them everything. |
| 3 | The city guard killed on of my loved ones. I still dream of avenging them. |
| 4 | I remember being the poor, starving youth. Now that I have the means, I keep an eye out for those in that same situation. |
| d4 | Flaws |
|---|---|
| 1 | I lie on instinct, even when I don't have to. |
| 2 | I often take unnecessary risks just for the thrill. |
| 3 | My rough upbringing has lead to me coming off as abrasive and rude to others. |
| 4 | Weak people tend to upset me, especially if they have had it easy. |
“You broke laws, made moves, and lived by a code— yours or someone else's.”
You lived outside the law, by choice, necessity, or birthright. Maybe you were a thief, smuggler, fixer, or enforcer. Maybe you just knew how to find the cracks in the system and exploit them or perhaps you were just gifted with sticky fingers and soft steps. Regardless, you're no stranger to back-alley deals, dangers, and doing whatever it takes to survive.
Underworld Ties
You know how to reach the local underworld wherever you go. Given a few hours and a little coin, you can connect with fences, forgers, gang contacts, or black-market traders. When you name-drop the right name, doors open or threats back off. You start with a proficiency level in deception and stealth.
Starting Equipment
You begin your adventure with a small item you stole but never sold, a set of dark clothes with sewn-in hidden compartments, a calling card or criminal contact symbol, and 1d12x10 gold coins in assorted pouches and hiding spots.
Traits (Optional)
These traits can be used as-is or as a template for your own traits. You may select one from the list, roll a d4 and take the number on the die, or create your own trait.
| d4 | Personality |
|---|---|
| 1 | I study people like puzzles. Everyone has a weakness. |
| 2 | I keep my back to the wall and my hand near a blade. |
| 3 | I weave code or slang into my everyday speech even when nobody around understands it. |
| 4 | I laugh at danger and never show fear. |
| d4 | Drives |
|---|---|
| 1 | I want to pull one last job, then disappear. |
| 2 | I was set up by people I once trusted. I aim to get revenge. |
| 3 | I got my start in someone else's crew. Now, it's my turn to put together the perfect criminal organization. |
| 4 | My criminal past wasn't clean and, now, my only goal is to gather enough well to buy my way away from it. |
| d4 | Bonds |
|---|---|
| 1 | My former partner is still out there and we look out for each other. |
| 2 | My last job went bad and someone got pinched. I'm still looking for a way to make it right. |
| 3 | My gang's symbol and reputation are burned into both my past and my skin. |
| 4 | I owe a debt I could never pay. I intend to make it right regardless. |
| d4 | Flaws |
|---|---|
| 1 | Trust is a luxury I can't afford. |
| 2 | Violence is always an option. Sometimes, it's the first option. |
| 3 | Despite the risk, I can't help but keep trophies of my past deeds. |
| 4 | If a job goes south, I only look out for myself. It's up to others to get themselves out. |
“Once a servant of faith, now a seeker of truth, or something deeper.”
You were raised inside a temple, monastery, or shrine, steeped in ritual and duty. Maybe you still believe or maybe you don't. Regardless, the discipline, texts, and sense of something greater shaped who you are, even if you've left the sanctuary behind.
Sanctuary's Echo
You know how to move and speak in religious circles. Temples will often offer you simple shelter and those of similar or neighboring faiths may give you an audience, even if your beliefs have changed. You recognize the signs, ranks, and rituals of most organized religions. You start with a proficiency level in religion and history.
Starting Equipment
You begin your adventure with calligrapher's supplies, one holy symbol (of a deity of your choice), a prayer book, simple robes with old stitching patterns or sect markings, a worn token of faith (a pendant, ring, or charm), and have 1d8x10 gold coins.
Traits (Optional)
These traits can be used as-is or as a template for your own traits. You may select one from the list, roll a d4 and take the number on the die, or create your own trait.
| d4 | Personality |
|---|---|
| 1 | I quote scripture in everyday conversation. |
| 2 | I always make time for meditation or prayer, no matter where I am or who I am with. |
| 3 | I answer questions with questions and speak in riddles and parables. |
| 4 | I have always been one of the flock and the idea of taking on a leadership role terrifies me. |
| d4 | Drives |
|---|---|
| 1 | I want to bring light to the lost and structure to the world. |
| 2 | I want to understand the divine, not just worship it. |
| 3 | I have a keen interest in creation or origin myths and want to unearth the secrets of the early days of the world. |
| 4 | I wish to act as a conduit for my god's teachings and power. |
| d4 | Bonds |
|---|---|
| 1 | My mentor never gave up on me and I intend to make them proud. |
| 2 | My sect protected me when no one else would. |
| 3 | A rival from my youth tried to discredit me. I am still undoing the damage to this day. |
| 4 | I know a secret buried in the scriptures that could shatter faith. |
| d4 | Flaws |
|---|---|
| 1 | I speak with conviction even when I doubt. |
| 2 | I judge others harshly. |
| 3 | I put up a good front but find it difficult to adhere to the tenants of my faith. |
| 4 | I am drawn to forbidden texts and teachings. The more taboo the subject, the more enticing it becomes. |
“Hard work, rough hands, and quiet grit defined you. You were raised from the soil itself.”
You were raised working the land, plowing, planting, herding, and mending. Maybe it was your family's farm or maybe you were hired help with nowhere else to go. Regardless of how you found yourself in the fields and pastures, they have defined you. You learned the value of effort, timing, and keeping your head down. The world doesn't scare you, you've worked worse.
Salt of the Earth
You know how to earn trust with working folk. Farmers, traders, and honest laborers respect your competence and practicality. You can usually find shelter, food, or day work in rural communities, and you can judge the health of land or livestock with practiced instinct. You start with a proficiency level in animal handling and nature.
Starting Equipment
You begin your adventure with a worn heirloom tool or token from your land, a set of patched, durable clothes with reinforced knees and elbows, a bundle of dried food or preserved fruit, 1d6x10 gold coins and a folded hand-written blessing or charm.
Traits (Optional)
These traits can be used as-is or as a template for your own traits. You may select one from the list, roll a d4 and take the number on the die, or create your own trait.
| d4 | Personality |
|---|---|
| 1 | I speak slowly and deliberately, even when I have a lot to say. |
| 2 | I tend to whistle and hum working songs from my youth any time I work or travel. |
| 3 | I trust animals more than people and it takes quite a bit to earn my respect. |
| 4 | I keep my hands busy with whittling, braiding cord, or shelling seeds. |
| d4 | Drives |
|---|---|
| 1 | My farmland was taken from me. I intend to earn enough money to buy it back. |
| 2 | I left the farm to address an encroaching danger and save the place and people I love. |
| 3 | I've been looked down on for my simple life. I want to prove I'm more than just a farmer. |
| 4 | I've always wanted land of my own. The adventuring life should bankroll that nicely. |
| d4 | Bonds |
|---|---|
| 1 | My parents died poor, but they taught me everything that matters. |
| 2 | A local noble once saved my family's farm and I want to repay that generosity. |
| 3 | I left someone very dear to me behind and all I can think about is returning to them. |
| 4 | The land I worked is dying, and no one knows why. |
| d4 | Flaws |
|---|---|
| 1 | I can't sit still. I feel useless if I'm not working. |
| 2 | I dislike those from more developed areas on principle. |
| 3 | I hate magick. It never fixed a damn thing on the farm. |
| 4 | I bury every problem under silence and sweat. |
“You learned your trade under a master's eye, and now, it's your name on the line.”
You learned your craft the hard way: through long hours, strict rules, and endless repetition. Now you carry that skill into a world that doesn't care who trained you, only what you're worth.
Name in the Ledger
Guilds remember their own. You can request shelter, food, or minor materials from members of your craft (or rivals looking to outdo them). You know the ranks, rivalries, and politics of trade networks, and how to navigate them to get what you need, or where you don't belong. You start with a proficiency level in appraisal and society.
Starting Equipment
You begin your adventure with a partial set of artisan's tools from your trade, guild-marked clothing, apron, or cloak (clean or soiled), a master's note or unfinished lesson, 1d8x10 gold coins, and a small pouch of trade scraps or samples.
Traits (Optional)
These traits can be used as-is or as a template for your own traits. You may select one from the list, roll a d4 and take the number on the die, or create your own trait.
| d4 | Personality |
|---|---|
| 1 | I critique craftsmanship everywhere I go, aloud or under my breath. |
| 2 | I count steps, hammer blows, or strokes, always keeping rhythm. |
| 3 | I carry a stub of chalk or charcoal and sketch out my thoughts often. |
| 4 | I speak like a master is watching, even when no one's there. |
| d4 | Drives |
|---|---|
| 1 | I want to earn my master's respect or prove I deserved better. |
| 2 | I want to start my own shop and make a name for myself. |
| 3 | I want to outshine my rival apprentice and win the guild's favor. |
| 4 | I want to make something legendary that will outlive me. |
| d4 | Bonds |
|---|---|
| 1 | My master taught me everything... except how to live freely and enjoy life. |
| 2 | I carry a half-finished project my master and I started together. |
| 3 | I owe my guild more coin than I have and they don't forget. |
| 4 | A rival once sabotaged my work and I have never forgiven them. |
| d4 | Flaws |
|---|---|
| 1 | I work myself into the ground to avoid feeling unworthy. |
| 2 | I take shortcuts when I think no one will notice. |
| 3 | I chafe at the advice and instruction of others, even when they're right. |
| 4 | I 'borrow' tools and materials from fellow craftsmen. I swear I'll replace them... eventually. |
“You walked away from the world, or were pushed out. Either way, you learned to live without it.”
You spent years in solitude, far from cities, noise, and the grind of society. Maybe you were hiding or maybe you survived alone, found clarity (or madness), and now return with insight no one else sees, or wants to.
Distant Clarity
You see what others overlook. Whether it's a person's hidden pain, a lie in their voice, or the tremble of something unnatural, your quiet mind notices details others miss. When confronted with stress, magick, or fear, you can center yourself faster than most, rooted in solitude's strength. You start with a proficiency level in medicine and survival.
Starting Equipment
You begin your adventure with a handmade token or item tied to your time alone, rough clothes patched with animal hide, bark, or threadbare linen, a personal mantra or vision scrawled on a scrap of leather, 1d6x10 gold coins, and a pouch of dried roots, mushrooms, or moss.
Traits (Optional)
These traits can be used as-is or as a template for your own traits. You may select one from the list, roll a d4 and take the number on the die, or create your own trait.
| d4 | Personality |
|---|---|
| 1 | I speak in short, strange phrases and often disrupt the flow of conversation. |
| 2 | I stare at the sky or trees like they're talking to me. |
| 3 | Far too used to isolation, I flinch at loud sounds and sudden contact. |
| 4 | I reference dreams or visions like they were real events. |
| d4 | Drives |
|---|---|
| 1 | I can feel the world trying to speak to me and it is my life's goal to understand the message. |
| 2 | I want to keep others from repeating the mistakes that drove me away. |
| 3 | I want to prove that I'm not mad, that what I saw was real. |
| 4 | I want nothing more than to live free, untouched by cities, kings, or crowds. |
| d4 | Bonds |
|---|---|
| 1 | I once met someone who changed my life. I'm not sure to this day if they were real or not. |
| 2 | I left something buried in the place I call home. |
| 3 | A village near my refuge saved me once. I owe them more than I can give. |
| 4 | I had a vision of someone and feel compelled to find them, though know not why. |
| d4 | Flaws |
|---|---|
| 1 | I find it difficult to trust people. I've seen what they're capable of. |
| 2 | I talk to animals, trees, and inanimate things when alone. |
| 3 | I believe the world is ending, but don't know how to stop it. |
| 4 | I sometimes forget what's real and what was just the quiet talking back. |
“You were born above others, by blood, wealth, or random chance, and the world never let you forget it.”
You grew up with power. Whether in a castle, manor, estate, or palace, you were fed on etiquette, education, and expectations. Maybe you still cling to your title, or maybe you walked away from it all, but your name still carries weight, and your past still follows.
Blood Carries Weight
People recognize your upbringing, through accent, bearing, or reputation. In most settlements, you can secure a hearing with officials or nobles if you play the part. You may gain favors from those seeking your family's influence, or face obstacles from those who hate your kind. You start with a proficiency level in society and persuasion.
Starting Equipment
You begin your adventure with a token of station (ring, brooch, sash, pendant), finely made clothing suited to travel but tailored to noble taste, a minor luxury item (silk gloves, jeweled comb, rare tea), 1d20x100 gold coins and a debt ledger, family letter, or invitation you've never used.
Traits (Optional)
These traits can be used as-is or as a template for your own traits. You may select one from the list, roll a d4 and take the number on the die, or create your own trait.
| d4 | Personality |
|---|---|
| 1 | I speak with authority and my statements sound more like demands. |
| 2 | I clean myself and my possessions fastidiously. |
| 3 | I drop noble names like currency. |
| 4 | I observe manners obsessively, even in a tavern brawl. |
| d4 | Drives |
|---|---|
| 1 | I want to reclaim my family's honor, or drag it through the mud properly. |
| 2 | I want to rise higher than my birthright ever allowed. |
| 3 | I want to use my position to protect those the nobility forget. |
| 4 | I want to forge my own destiny, not the one written in my family's ledger. |
| d4 | Bonds |
|---|---|
| 1 | I'm betrothed to someone powerful, but I've never met them. |
| 2 | I fell out with one of my siblings when they were chosen to run my late parents' estate. |
| 3 | A loyal servant once saved me. Now, I owe them everything. |
| 4 | A rival noble disgraced me, I'm not done with them. |
| d4 | Flaws |
|---|---|
| 1 | I measure everyone by their bloodline or wealth. |
| 2 | I pretend I'm just like everyone else, but I hate being treated that way. |
| 3 | I've never worked a real day in my life, and I fake it poorly. |
| 4 | I secretly believe I deserve to rule, whatever the cost. |
“The road raised you. You were weaned on dirt, dust, and sky.”
You have never stayed anywhere long. You were born to nomads, caravans, pilgrims, or exile, and the open road was your home. You know how to survive in the wilderness, read the land, move unnoticed, and live with only what you can carry. Those who choose to settle confuse you and their obsession with walling off nature annoys you.
Wayfarer Memory
You remember every trail you have walked. Even in unfamiliar terrain, you can find shelter, water, and safe places to rest. You recognize signs of recent paths and can usually earn trust from other travelers or people close to the wild. You start with a proficiency level in nature and survival.
Starting Equipment
You begin your adventure with a handmade charm or item tied to your travels, worn travel clothes adapted for changing climates, a satchel of dried trail food, a road-worn blanket, 1d10x10 gold coins, and a pouch of foreign coins or odd trade tokens.
Traits (Optional)
These traits can be used as-is or as a template for your own traits. You may select one from the list, roll a d4 and take the number on the die, or create your own trait.
| d4 | Personality |
|---|---|
| 1 | I always feel the itch to move. I tend to sway on the spot or pace when forced to stay in one place. |
| 2 | I find myself talking to my horse, pack, or even the sky as though they are traveling companions. |
| 3 | I am well-traveled and have many stories which I share freely. |
| 4 | I eat fast, sleep light, and never fully unpack. |
| d4 | Drives |
|---|---|
| 1 | The road has always been my home, I still dream of a perfect place to settle and spend my twilight years. |
| 2 | I am quite literally running from a past mistake or tragedy. |
| 3 | I want to chart a course through the unknown and map out a hazardous place or untouched locale. |
| 4 | The world is vast and I want to learn all I can about its places and people. |
| d4 | Bonds |
|---|---|
| 1 | I carry a gift from someone I met on the road. I cherish it as a symbol of the generosity of strangers. |
| 2 | Despite my love of the open road, there is one place to which I always yearn to return. |
| 3 | A caravan once risked themselves to help me. I owe them my life. |
| 4 | I made a promise at a crossroads and I aim to keep it. |
| d4 | Flaws |
|---|---|
| 1 | My instincts tell me to run when I should fight. |
| 2 | I forget faces and names unless they left a scar. |
| 3 | I feel trapped indoors or underground. Panic hits fast. |
| 4 | I cannot explain why but I hate cities. Something always goes wrong. |
“You carry stories like others carry swords. You collect truths, lies, lessons, and legends.”
You were trained in the old ways of knowledge. Many imagine sages as pouring over dusty tomes and fragile scrolls but the truth is that some of the best stories are found around campfires, in smoke-choked taverns, and amongst gathered laborers in the shade. You remember stories others forgot. You shape the world by speaking life into it and instilling your audience with wonder.
Keeper of Tales
You know how to command attention and memory. In any community, you can trade stories for food, shelter, or favors. You can recall myths, rumors, and obscure lore from nearly every region or culture you have passed through. When you speak, people tend to listen. You start with a proficiency level in history and performance.
Starting Equipment
You begin your adventure with a journal filled with half-remembered legends and your own annotations, a cloak with hidden pockets for scrolls, tools, and tokens, a small charm gifted by a listener who never forgot your words, 1d10x10 gold coins, and a short poem or proverb in a dead language.
Traits (Optional)
These traits can be used as-is or as a template for your own traits. You may select one from the list, roll a d4 and take the number on the die, or create your own trait.
| d4 | Personality |
|---|---|
| 1 | I always speak in metaphors or riddles. |
| 2 | I mimic voices and accents for fun, sometimes in spite of others' protestations. |
| 3 | I keep long silences to see if others will fill them with truth. |
| 4 | Though I may not always remember those I speak to, I never forget their story. |
| d4 | Drives |
|---|---|
| 1 | It's believed that the original manuscript of my favorite tale is long gone. I am still intent on finding it. |
| 2 | I want to pass on my stories to as many people as possible. |
| 3 | I want to discover the truth behind a myth that shaped my childhood. |
| 4 | I want to be remembered not just for the stories I know but also the ones I create. |
| d4 | Bonds |
|---|---|
| 1 | I once used a story to argue for someone's innocence. They're still out there, somewhere. |
| 2 | A jealous rival has been trying to undermine me by going to cities and towns in my wake and re-telling my stories with their own changes. |
| 3 | I was raised by a traveling bard who vanished mysteriously just after hinting at finding the greatest story they'd ever heard. |
| 4 | There is one story I refuse to tell again and everyone wants to hear it. |
| d4 | Flaws |
|---|---|
| 1 | I embellish stories until even I forget the truth. |
| 2 | I cannot resist eavesdropping and hoarding secrets. |
| 3 | I use stories to deflect instead of being honest. |
| 4 | I believe I am the lead in a great tale and everyone else is a side character. |
“You lived by the tides, the ropes, and the edge of the world.”
Sailors must be perceptive to spot errant winds and rogue currents. Climbing the rigging has lent you a good sense of your limits.
Crew Knows Crew
You know the look of a sailor anywhere. You can find dock-hands, smugglers, and seafarers willing to offer work, stories, or protection in most ports. If there is a ship nearby, you can likely talk your way aboard or learn who to avoid. You start with a proficiency level in athletics and perception.
Starting Equipment
You begin your adventure with a rusted or worn tool passed down from an old crewmate, salt-bleached clothing fit for rain, sun, or brawling, a tattoo, charm, or item blessed for good luck on the sea, 1d10x10 gold coins, and a half-full bottle of something strong.
Traits (Optional)
These traits can be used as-is or as a template for your own traits. You may select one from the list, roll a d4 and take the number on the die, or create your own trait.
| d4 | Personality |
|---|---|
| 1 | I keep my balance no matter where I stand. |
| 2 | I sing sea shanties under my breath without realizing it. |
| 3 | I judge people like I judge storms, by instinct and tension. |
| 4 | I carry a seashell or coin to turn to for comfort when things go bad. |
| d4 | Drives |
|---|---|
| 1 | I want to buy and command a ship of my own. |
| 2 | I want to find a captain I'd follow anywhere. |
| 3 | I want to leave the sea behind before it takes more than it already has. |
| 4 | I want to sail farther than anyone and return with tales of unknown lands. |
| d4 | Bonds |
|---|---|
| 1 | I left a friend behind on my last ship and still think about them from time to time. |
| 2 | A storm took someone I loved and I still blame the gods to this very day. |
| 3 | There is a port where I am either welcome or wanted. |
| 4 | I made a promise to a dying sailor and I intend to keep it. |
| d4 | Flaws |
|---|---|
| 1 | I am haunted by a disastrous voyage and have turned to drink to cope with the memories. |
| 2 | I tend to start fights rather than talk things through. |
| 3 | I don't trust land-folk. They always seem to hide their true motives. |
| 4 | I cannot stand being underground; it feels like drowning. |
“You once fought for a flag, cause, or paycheck. Maybe you still do.”
From the moment you came of age, you've lived a soldier's life. From settling border disputes between neighbors to checking cargo for undocumented goods, you've seen it all.
Voice of Command
You know how to give orders and be heard. In camps, guard posts, and military zones, soldiers tend to respect you. You can identify chain of command, protocol, and formations quickly, and can often bluff or sneak your way through military structure with confidence. You start with a proficiency level in intimidation and society.
Starting Equipment
You begin your adventure with a dented piece of gear or dulled weapon from your service, military-style clothing with patches or field markings, a folded note, badge, or name etched into your gear, 1d10x10 gold coins, and a scrap of rations or travel jerky.
Traits (Optional)
These traits can be used as-is or as a template for your own traits. You may select one from the list, roll a d4 and take the number on the die, or create your own trait.
| d4 | Personality |
|---|---|
| 1 | I sleep light and check exits before I rest. |
| 2 | I clean my gear every night even if I did not use it that day. |
| 3 | I call people by rank or role even outside of battle. |
| 4 | I eat quickly and silently as though I might be interrupted. |
| d4 | Drives |
|---|---|
| 1 | I want to make my former comrades proud and make something of myself. |
| 2 | I've fought in the interest of others long enough. It's time to put effort into my own future. |
| 3 | I want to protect others so they never feel expendable like I did. |
| 4 | I want to be idolized, or feared, all over the world. |
| d4 | Bonds |
|---|---|
| 1 | Someone I left behind thinks I'm dead and it's safer that way. |
| 2 | A commander once showed me mercy. I owe them more than I could give. |
| 3 | My unit was wiped out. I spend my days seeking out news of other survivors. |
| 4 | A rival from my training days passed me up for every award and promotion. Their memory pushes me to excel in everything. |
| d4 | Flaws |
|---|---|
| 1 | The things I did and saw in war still haunt me. |
| 2 | I trust orders over instincts even when they feel wrong. |
| 3 | Any time I feel useless or inadequate, I go looking for a fight. |
| 4 | I try to keep my emotions hidden and my problems buried. |
“The road was your stage, the crowd your test, the troupe your only home.”
You've lived your life on the road growing up among actors, performers, dancers, singers, musicians, and poets. Living on the road can be tough and it's important to know and understand your surroundings.
Always A Performer
You know how to work a crowd. Whether in a noble hall, tavern corner, or town square, you can read the room and find a way to blend in or stand out. People tend to view you as just a performer, underestimating the usefulness of your skill set. You start with a proficiency level in performance and one musical instrument.
Starting Equipment
You begin your adventure with a cherished memento from your troupe days, flashy or colorful clothing with patches from many regions, a manuscript describing a half-finished song, joke, or act no one else can perform, 1d12x10 gold coins, and a keepsake from someone who watched you perform.
Traits (Optional)
These traits can be used as-is or as a template for your own traits. You may select one from the list, roll a d4 and take the number on the die, or create your own trait.
| d4 | Personality |
|---|---|
| 1 | I cannot sit still. My hands or feet are always moving. |
| 2 | I speak theatrically even when I am being serious and genuine. |
| 3 | I collect stories like others collect coins. |
| 4 | I change my mannerisms and speech based on those around me. |
| d4 | Drives |
|---|---|
| 1 | I want to be remembered for my masterful performances. |
| 2 | I left my troupe to find new experiences. I often wonder if they are still out there, performing. |
| 3 | I lost my troupe early on. Now, I want to form my own troupe and rebuild what I lost. |
| 4 | My mentor disappeared in the midst of performing an act from an ancient manuscript. I am still trying to figure out what happened. |
| d4 | Bonds |
|---|---|
| 1 | A troupe rival stole my role. I won't forget this injustice. |
| 2 | A fan once saved my life without even realizing it. I look for their face in every crowd I perform for. |
| 3 | There is a village that remembers me as a great hero or dastardly fraud. |
| 4 | I made a costly mistake in my youth. As part of my penance, each of my performances draws from it. |
| d4 | Flaws |
|---|---|
| 1 | I use comedy to cover pain. |
| 2 | I lie for fun and get caught up in tangled webs of my own creation. |
| 3 | I always seek the spotlight and can't help but perform for a crowd. |
| 4 | If I'm not being applauded, I feel sullen and empty. |
Once you have an idea of what your character looks like and who they are, it's time to select their occupation. Your character's occupation will play a large role in how you interact with the environment and events of the campaign. Starting out, you will choose either a class or a profession to begin the adventure.
Your occupation serves as the backbone for your character. Your choice of occupation will play a large roll in how your character plays and interacts with the world.
Choices Galore
Divided between two categories, occupations come as either a class or profession. Classes are common amongst adventuring parties and are expected to focus on improving their combat prowess and excelling at keeping other party members safe. They can be expected to sport high HP and can handle themselves very well in combat. Professions, however, lean more on the side of industry and non-combat activities. Professions are the indispensible support and logistics side of adventuring as they tend to be the main sources of income and item procurement outside of reward money and loot.
Full details on classes and professions have moved to their own page: see Occupations.