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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.

Choose an original name. NPC names and a curated list of established fantasy character names are reserved, including surnames and complete names. Matching ignores capitalization; longer names are allowed unless explicitly listed too. If a name is refused, choose another. Existing characters keep access to their names.

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, Health gains and ceilings, and natural Health and Spirit recovery. No ancestry closes a calling or receives a larger attribute bonus total.

Attribute growth as you level follows your calling's aptitudes. Ancestry does not change that growth schedule.

The ancestry menu shows these exact adjustments before you choose. They change the attribute bonus, not the raw points you allocate; STAT includes them in its bonus column. A zero means that ancestry gives no adjustment to that attribute.

Ancestry MGT VIG FIN GRC RES ATT INS PRE
Human 0 0 0 0 0 0 +4 +4
Giantkin +8 +8 -4 0 0 -4 0 0
Half-Elf 0 0 +4 0 -4 0 +4 +4
Dark-Elf 0 0 0 0 +2 +6 +4 -4
Wood Elf 0 -4 0 +8 0 0 +4 0
Elf 0 0 +4 0 -4 +4 0 +4
Dwarf +4 +8 0 -4 +4 -2 0 -2
Halfling -8 +4 +8 +4 0 0 0 0

For example, a Human with Insight 50 has a base bonus of 0 and an ancestry adjustment of +4, for an Insight bonus of +4. The allocated Insight value stays 50.

Deleting a character

Open Your account on the website and choose Delete beside the hero. Type that character's name and enter your account password to confirm. Deletion permanently removes the character's saved progress and inventory; it cannot be undone.

The character must be offline. Use QUIT in game first; after a dropped connection, wait for the reconnect window to end. GM characters and characters with an active ban require a GM's help to delete. Other heroes and the web account remain available.

Starting resources

Your starting weapon follows the weapon skill with the most trained ranks: Blades, Crushing Weapons, Great Weapons, Polearms, Marksmanship, or Thrown Arms. Unarmed Combat starts you with empty hands. Ties favor your calling's usual weapon when possible; with no weapon training, you receive its default road kit.

Every new character also receives a worn canvas backpack with room for 20 items and 40 pounds. Tools, arrows, and spare gear are packed inside it. Use PUT <item> IN BACKPACK to keep loot and GET <item> FROM BACKPACK to take it back into a hand.

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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