Professional Documents
Culture Documents
Demographics Class
Burglar, Magician, Outcast, Ranger, Theurge, Warrior
Summary Age – dependent on Stock
Home – your hometown and relevant skills you learned there
Raiment – something you wear that is distinctive to your
appearance
Parents – from your hometown, can provide lodging there
Relationships Mentor – a 7th level character who you can train with
Friend – someone of similar stature who helps out from time to time
Summary Enemy – someone one level higher than you who impedes your
goals
Level – you start at level 1 and the max is level 10
Belief – what you fight for
Creed – a philosophy bigger than yourself. Unlocked at level 3
Goal – something you want to accomplish in today’s session
Instinct – a habit you do automatically and for free
Burglar Hunter 2
Scout 2
Scavenger 2
Trait – Hidden Depths (DG179)
Seemingly naïve/forgettable, but deep down, hardy against pain,
fatigue, and despair. Also, they like food.
Useable Weapons - Any, except the following:
No crossbows, greatswords, halberds, or polearms
Useable Armor: Leather armor, helmet, and shield
Stock – Human
Abilities:
Distribute 8 points between Will and Health, with a cap of 6
Skills:
Arcanist 4
Lore Master 3
Magician Alchemist 2
Cartographer 2
Scholar 2
Trait – Wizard’s Sight (DG182)
Notice subtle magical signs like presence of spirits or even a person’s
aura when they lie. Sometimes you see things you wish you hadn’t.
Useable Weapons: Dagger and staff
Useable Armor: None
Stock – Dwarf
Abilities:
Will 3
Health 5
Skills:
Fighter 4
Dungeoneer 3
Outcast Armorer 2
Sapper 2
Orator 2
Scout 2
Trait – Born of Earth and Stone (DG178)
Steadfast and sturdy. Special feel for metal and stone. Stubborn and
unyielding
Useable Weapons: Any, except greatswords
Useable Armor: Any
Stock – Elf
Abilities:
Will 4
Health 4
Skills:
Fighter 3
Pathfinder 3
Scout 3
Ranger Hunter 2
Lore Master 2
Survivalist 2
Trait – First Born (DG179)
Recognized as kin by trees and stars. Specialized insight about the
world or nature. Sometimes struggle with decisions or potential
consequences.
Useable Weapons:
Swords, spears, bows, and daggers
Useable Armor: Leather or chain armor, helmet
Stock – Human
Abilities:
Distribute 8 points between Will and Health, with a cap of 6
Skills:
Fighter 3
Ritualist 3
Orator 3
Theurge Healer 2
Theologian 2
Trait – Touched by the Gods (DG182)
Immortals listen to you when you contact them. Protected by their
gods. Must be careful not to break their god’s tenets through words or
actions
Useable Weapons: Any one of your choice, except the following:
Bows and crossbows
Optional You may not choose new skills, but you may remove skills this way
Decide whether you prefer to be highly specialized at a few things
Adjustments or whether you want to be able to Help with many things or
contribute to a wide variety of tasks
If you’re a human, pick one of the following and give it a rating of
3 (if you already have it, increase it by one, up to a maximum of 4):
Criminal
Human Laborer
Upbringing
Haggler
Pathfinder
Peasant
Survivalist
Choose a home type
Give your hometown a name, and you get one skill from the home
type list at a rating of 2 (if you already have it, increase its rating by
Your Home one, up to a maximum of 4)
Additionally, choose one trait from your home’s list and start it at
level 1
Elves only
Skills:
Healer
Mentor
Pathfinder
Elfhome Traits:
Calm (DG178)
Difficult to anger, shrugs off emotion easily. Risk becoming too calm and
missing threats
Quiet (DG180)
Quiet in the way you speak, work, and walk. Sometimes struggle to come out
of your shell
Any stock
Skills:
Armorer
Laborer
Stonemason
Religious
Theologian
Traits:
Bustling
Steward
Traits:
Specialty Hunter
Manipulator
Pathfinder
Persuader
Orator
Rider
Sapper
Scavenger
Scout
Survivalist
Things you know about
Choose one based on your Stock:
Dwarves:
Dwarven Chronicles
Shrewd Appraisal
Elves:
Elven Lore
Folly of Humanity or Folly of Dwarven-kind
Halflings:
Home
Humans:
Choose one wise of your making. Don’t choose a second
Questionnaire
If you confront evil, increase your First Born trait to level 2
If you retreat and hide, increase your Nature by one
Do you yearn to follow the gulls to the sea and journey west beyond
all knowledge? Or are you prepared to live a life of struggle and
grief?
If you yearn to journey west, increase Nature by one
If you are prepared to struggle, you may replace your home trait with
Fiery, Curious, or Restless (DG177). If you have one of these already,
increase its level by one.
Do you make the most out of every meal, slathering it with butter,
lavishing it with syrup, worshipping it with wine? Or do you tighten
your belt, shoo away guests and make fast the locks at night?
If you make the most out of each meal, increase Nature by one
If you tighten your belt with a grim face, replace Merrymaking with
Hoarding
When confronted by bullying big folk, do you put them in their
Nature: Halfling place with a witty riddle? Or do you roll up your sleeves and show
them you’re ready to teach them a lesson?
Questionnaire If you listen to the wisdom of your elders, take a second wise: Elf-wise,
Dwarf-wise, or Politics-wise
Would you flee from the hordes of goblins, beasts, and monsters
who prey on civilization? Or will you plunge into their midst,
questing for glory?
If you flee and hide, increase Nature by one
If you fight, replace your home trait with Loner, Foolhardy, or
Defender (DG177). If you have the trait already, increase its level by
one
Circles is an ability you use to find contacts, friends, help, and
information in town
Answer the following questions to generate relationships and
Circles develop your starting Circles rating (which starts at a base rating of
1)
Note: you can only have at most 3 of the options of a friend, enemy,
parents, and mentor. You can’t take all four.
Do you have friends who enjoy your occasional visits or are you a
loner, tough and cool?
If you have a friend, add +1 Circles. Write down your friend’s name,
hometown, profession (if adventurer, class and specialty; their level is
equal to yours and they level up when you do), and the last place you
Circles: Friends saw them
If you are a loner, your Circles starts at 1, and you have an enemy.
Write down your enemy’s name. The GM picks the enemy’s class, and
their level is always one higher than yours. Then skip the rest of the
Circles and Relationships questions and take the Loner trait at level 1
(or increase its level by one if you already have it)
Do you have parents you can stomach talking to or are you an
orphan/estranged from your parents?
If you have parents, add +1 Circles. Write down your parents’ names
Circles: Parents and their family name and choose a profession for them.
If you are an orphan or estranged, you have a keepsake from your
parents that is worn around your neck or on one hand. Describe its
sentimental value. It is worth 1D of treasure. Put it in your inventory
Did you have a mentor or did you make your own way in this rough
life?
If you have a mentor, add +1 Circles. Your mentor is a 7th level
Circles: Mentor adventurer of the same class. Write down your mentor’s name. If you
are a magician, you must select this option.
If you made your own way in life, you start with a pouch of gold coins
worth 2D of treasure on your belt. Put it in your inventory.
Have you made an enemy in your life?
If you have made an enemy, add +1 Circles. Write down your enemy’s
Circles: Enemy name. The GM picks the enemy’s class, and their level is always one
higher than yours.
If you haven’t made an enemy, do nothing
Starting As an adventurer, your Resources ability starts at a rating of 0.
Resources is a measure of your general wealth. You use it to test for
Resources shopping and to pay your taxes at the end of the Town phase
All characters begin the game with a well-worn set of clothes and a
utilitarian belt, which don’t require inventory slots
The following tables show all of the possible gear you can take. Go
ahead and fill your inventories!
Some things can be worn, some can be carried, some can be stashed
into packs. The number after each word is how many slots it takes
Starting Gear with that storage method
Choose between a satchel or a backpack, and fill it up with goodies
If you take a pouch or wineskin, fill that too
Magicians must take a spell book, full of starting spells
Theurges will carry two holy relics
You can find more detailed information about each item on DG148
Starting Gear Choices Tables
Burglars may pick anything, except crossbows, greatswords,
halberds, and polearms. Choose one weapon.
Magicians may pick either a dagger or a staff.
Outcasts may pick any weapon except greatswords. Choose one
weapon, and you may additionally take a shield if you want.
Choose Starting Rangers may wield swords, spears, bows, and daggers. Choose one
of these options.
Weapons Theurges may pick anything except bows and crossbows. Choose
one weapon, and you may additionally take a shield if you want.
Warriors may use anything. Choose one weapon, and you may
additionally take a shield if you want.
You can find more information about what each weapon does
starting on DG156, and a handy table on DG 157.
Starting Weapon Choices
Starting Armor
Goals and accomplish during one or two sessions, not long-term dreams.
You’ll pick a new one at the beginning of most sessions. Completing or
Creeds even just working towards a goal earns you rewards.
Creeds are earned at level 3 and are ideals bigger than just your own
personal belief.
Burglar Level 1
Any weapons except crossbows, greatswords, halberds, and polearms.
Leather armor, helmets, shields allowed.
Magician Level 1
Memory palace: Allows casting of arcane spells (start with 3 of first circle).
Memory palace capacity starts at 1.
Daggers and staves allowed. No armor.
Outcast Level 1
Any weapon except greatswords. Any armor, helmet, shields allowed.
+1 to camp event rolls in dungeons and dwarf structures.