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Character Creation

Character creation chooses an ancestry and a calling, shapes eight attributes, and opens the same free-form training system used for the rest of the game. A calling is a head start and a set of signature arts—not a fence around your build.

Creation sequence

  1. Choose a name and password.
  2. Choose an ancestry.
  3. Choose a calling.
  4. Shape your attributes.
  5. Spend your first Training.
  6. Add a surname and appearance.

New characters enter the world at level 1 with their first Training grant already available. Disconnecting before creation finishes discards the unfinished character cleanly.

The eight attributes

Attribute What it commonly shapes
Might (MGT) close-combat force, thrown force, carrying, starting Health
Vigor (VIG) Health, Stamina, endurance, resisting bodily harm
Finesse (FIN) aim, lockwork, trapwork, exact weapon control
Grace (GRC) evasion, movement, balance, stealth
Resolve (RES) composure, spiritual and mental workings, resistance
Attunement (ATT) mana, spirit, elemental force, sensing magic
Insight (INS) awareness, study, wordcraft, reading situations
Presence (PRE) songs, command, social pressure, rapport

Every attribute begins at 20. You distribute 320 additional points, for a pre-ancestry total of 480. No attribute may exceed 90 during creation.

mgt 75       set Might directly
RANDOM       create a complete valid allocation
RESET        return every attribute to 20
DONE         finish when no points remain

Every calling uses the same floor and budget. Its two aptitudes are marked as useful guidance, but they grant no free points and do not dictate the rest of the sheet.

Attribute bonuses

Most checks use a banded bonus rather than the raw attribute. The curve is centered on 50: ordinary values move gently, practiced values accelerate, and the far ends remain exceptional.

Raw value Bonus
30 −7
40 −3
50 0
70 +7
90 +20

Ancestry then modifies the relevant bonus, not the points you allocated.

Calling aptitudes

Every calling names two aptitudes. Beginning at level 4, one of them sharpens by one point every four levels, alternating between the pair. Training affinities and signature abilities provide the rest of the calling's identity.

Calling Aptitudes Natural direction
Warrior Might · Resolve arms, armor, battlefield forms
Rogue Finesse · Insight guile, lockwork, misdirection
Wizard Attunement · Insight circles, channeling, enchantment
Cleric Resolve · Attunement devotion, wards, restoration
Empath Resolve · Vigor bearing pain, healing, renewal
Sorcerer Attunement · Presence corruption, unmaking, grave magic
Ranger Grace · Resolve hunting, trails, green magic
Bard Presence · Finesse held songs, lore, versatile craft
Paladin Might · Resolve heavy arms, oaths, patron magic
Monk Grace · Resolve unarmed combat, footwork, willed defense
Savant Insight · Attunement magic composed from elemental words

These are familiar fantasy calling names, but there is no shared martial/hybrid/caster tier behind them. A Wizard may spend heavily to learn blades; a Rogue may build a mana pool and study foundational magic. Those choices cost breadth and advance more slowly, which is the tradeoff—not a hard prohibition.

Training

Every level grants 60 Training. Each discipline is one of three fits for your calling:

  • Favored study costs 70% of its base price and permits one extra rank of depth per level, to a maximum of three.
  • Familiar study uses the discipline's base price and depth.
  • Foreign study costs 180% of its base price and is limited to one rank per level.

All callings may study arms, battlecraft, guile, wayfaring, trades, and mystic practice. The three foundational magical traditions are also open to every circle-using calling. Advanced circles, calling signature arts, and Savant wordcraft remain protected.

See Skills & Training for the complete rules.

Ancestries

Current choices are Human, Giantkin, Half-Elf, Dark-Elf, Wood Elf, Elf, Dwarf, and Halfling.

Each ancestry carries the same net +8 adjustment across the eight attribute bonuses. Identity comes from where those adjustments sit, a growth tendency, and a Health curve; no ancestry closes a calling or receives a larger hidden total.

Broadly:

  • Giantkin and Dwarves favor sturdiness.
  • Halflings trade raw force for precision and movement.
  • Elven peoples lean toward motion, magic, or presence in different ways.
  • Humans and Half-Elves offer broad, adaptable profiles.

The creation screen and STAT show the actual result. Exact ancestry adjustments remain in the live game data so the wiki cannot become a stale optimization table.

Starting resources

Starting Health comes from Might and Vigor:

starting Health = (Might + Vigor) ÷ 10

Conditioning then adds an ancestry-shaped amount per rank, up to that ancestry's Health ceiling. Spirit and Stamina are likewise derived from attributes and training.

Mana is something you build. Channeling, magical control, circle study, or Savant wordcraft opens and deepens the pool; the calling's casting aptitude then contributes. A steel-focused Wizard receives no full mana pool merely for the name, while a Rogue who pays for magical practice gets a functional one.

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