Character Creation

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Given the isolated nature of the village, and in an attempt to minimize the amount of world building initially, characters are restricted to the following:

  • Racial heritages are limited to Dwarf, Half-Elf, Common Man, and Mixed Man
  • Culture choices are limited to Highland (living nearby up the mountain), Rural (living on the outskirts of the village), or Urban (living predominantly in the village proper).
  • Professions are not restricted, any Core Law profession is permitted and will be worked into the village details as needed
  • Any Channeling spell caster must select from the limited Religions represented in the village – either The Hearth Circle or The Greenwarden
  • Any Essence or Mentalism spell caster must select one of the three existing “arcane” spell casting tutors, and their respective limitations – The Whispering Veil, The Flamehand, or The Blooming Thread
  • Hybrid spell casters much choose one from both sets, as appropriate for their character concept
  • Non-spell casters can choose any of the same, or their own (or none) as they desire.
  • Each organization lists the available spell lists – these are the only ones that can be learned by the character at character generation. It does not eliminate the option to learn other spells – only restricts them to what teachings are available in the village they grew up in. Once they begin adventuring, more options will present themselves, and by the course of actions, additional options will become available.

As the campaign continues, replacement characters will be crafted from the current situation and setting – this includes adding or removing cultures, races, and professions, as well as default spell lists. The further the group journeys, the more they will discover the world system to understand the concepts