
High Elf
INT +1 · CON −1
Homeland (draft): The tower cities
kindreds · subraces · backgrounds
10 kindreds, 42 subraces, 20 childhoods and 20 occupations. That is 400 backgrounds before you pick a single trait. Nothing is rolled.
Character creation
Race is biology, background is upbringing. There are no classes; warrior and wizard arise from the schools you buy later. The safety valve is four character slots per account.
One of 10. Sets the stat profile.
One of 42. A small stat adjustment and/or one race trait.
One of 20. Stat modifiers ±1 and fixed traits.
One of 20. Stat modifiers ±1 and fixed traits.
Pick 2 from an offer shaped by childhood and occupation. Unbuilt traits show grey, marked “coming”.
Male, female or unknown. Cosmetic only: zero mechanical effect, forever.
Chosen among the subrace’s portraits, with a full-figure preview.
8 free points, at most 4 per stat. Humans get 10.
Unique, case-insensitive.
The opening story: the world was one, other lands came, and at the clay you swear to seek the answer.
The whole profile, with a warning: choices are permanent.
DRAFT Every stat value is a placeholder and every name a working name. Kindreds, subraces, backgrounds and traits may be adjusted, added or removed.
Stats
The roles, and the gear each one ties to, are a decided working version; not every role is wired yet. DECIDED
| ConstitutionCON | Life and HP regeneration. Axes, spears, helmets and armour. |
| StrengthSTR | Damage. Swords, mauls, shields and crossbows. |
| DexterityDEX | Chance to hit, armour class, light-weapon damage and fleeing. Knives, cloaks, bows, thrown weapons and unarmed combat. |
| IntelligenceINT | Magic damage and the chance to cast: the power. Staffs. |
| WisdomWIS | Mana, mana regeneration and magic resistance: the mage’s endurance and protection. |
| PerceptionPER | Finding herbs, ore, hidden things and sneaking players; spotting monsters on your square; gentle repairs at the forge. |
| CharismaCHA | NPC prices, dialogue and quests, renown, how large a group you can lead, taming. Only the dialogue part is built: some choices, such as asking a townsperson to come with you, need enough Charisma and are never shown without it. |
| FinesseFIN | Precision in crafting: outcome and quality, extra yield, saved materials. Fishing too. |
IN GAME Every stat starts at 8 (placeholder) before kindred, subrace and background shift it, and no combination may leave one below 1. There are no free points per level: after creation, stats grow only through school levels, equipment and magic.
The keen-sensed: they see what others miss.
Race skills (draft, not built): Elf sight, Light steps, Keen senses DRAFT
Combat niche (draft): Group mage (High Elf, Moon Elf) · finesse and stealth (Dark Elf) · leader and merchant (Sun Elf) DRAFT

INT +1 · CON −1
Homeland (draft): The tower cities

PER +1 · INT −1
Homeland (draft): The Great Forest

Darkvision (coming)
Homeland (draft): The Underworld

Swimmer (coming)
Homeland (draft): The coastland

Cold-resilient (coming)
Homeland (draft): The Northlands

CHA +1 · WIS −1
Heat-resilient (coming)
Homeland (draft): The southern plains

WIS +1 · CON −1
Homeland (draft): The night cities
The mountain that walks.
Race skills (draft, not built): Stoneskin, Immovable, Endurance of the mountain DRAFT
Combat niche (draft): Tank · leader and merchant (Hill Dwarf) DRAFT
The war that was born.
Race skills (draft, not built): Rage, Thick hide, Blood scent DRAFT
Combat niche (draft): Solo warrior · generalist, leader and merchant (Half-Orc) DRAFT
Those who survive.
Race skills (draft, not built): Bolt-hole, Looter’s eye, Survival instinct DRAFT
Combat niche (draft): Finesse and stealth DRAFT
The adaptable.
Race skills (draft, not built): Resolve, Second wind, Favour of the people DRAFT
Combat niche (draft): Generalist · leader and merchant DRAFT

Cold-resilient (coming)
Homeland (draft): The Northlands

Heat-resilient (coming)
Homeland (draft): The deserts

CON +1 · FIN −1
Homeland (draft): The highlands

CHA +1 · PER −1
Disease-resistant (coming)
Homeland (draft): The cities

Wanderer (coming)
Homeland (draft): The steppe
The instinct: identity lives in the subrace.
Race skills (draft, not built): Scent, Instinct, Wild heart DRAFT
Combat niche (draft): Tank (Bearfolk) · finesse and stealth (Catfolk) · leader and merchant (Lionfolk) DRAFT

Pack hunter (coming)
Homeland (draft): The winter forest

DEX +1 · CON −1
Darkvision (coming)
Homeland (draft): The sun cities

FIN +1 · STR −1
Homeland (draft): The groves

CON +1 · CHA −1
Disease-resistant (coming)
Homeland (draft): The Underworld

STR +2 · DEX −2
Pack mule
Homeland (draft): The mountain forests

DEX +2 · STR −2
Hare
Homeland (draft): The meadowlands

CHA +2 · FIN −2
Homeland (draft): The savannah
The cold blood.
Race skills (draft, not built): Armour scales, Cold-blooded, Moulting DRAFT
Combat niche (draft): Solo warrior (Crocodilian) DRAFT
The overlooked: hard to hit.
Race skills (draft, not built): Lucky, Easy to like, Small target DRAFT
Combat niche (draft): Finesse and stealth · leader and merchant DRAFT
Cogs and spark: inventors and illusionists.
Race skills (draft, not built): Mechanic’s eye, Spark of illusion, Inventor’s focus DRAFT
Combat niche (draft): Group mage (illusion) DRAFT
Glamour and thorn: enchanting, fragile.
Race skills (draft, not built): Glamour, Lightness of the fae, Dusk veil DRAFT
Combat niche (draft): Group mage (charm) · leader and merchant DRAFT
Backgrounds
Two choices: a childhood and an occupation. “Raised on the street” + “Smith’s apprentice” is a different person from “Merchant’s child” + “Smith’s apprentice”. Traits marked * have working effects today; the rest are shown grey.
| Childhood | Stats | Traits |
|---|---|---|
| Street child | DEX +1 · CHA −1 | Deft fingers |
| Merchant’s child | CHA +1 · STR −1 | Haggler |
| Farm child | CON +1 · INT −1 | Hardened* |
| Fisher’s child | PER +1 · CHA −1 | Sea legs |
| Hunter’s child | PER +1 · FIN −1 | Tracker |
| Temple child | WIS +1 · DEX −1 | Devout |
| Noble child | INT +1 · CON −1 | Bookish, Spoiled (−) |
| Warrior’s child | STR +1 · FIN −1 | Hardened* |
| Caravan child | CON +1 · CHA −1 | Wanderer |
| Mine child | CON +1 · DEX −1 | Ore sense*, Dust lung* (−) |
| Logger’s child | STR +1 · CHA −1 | Forest-wise |
| Inn child | CHA +1 · WIS −1 | Gossip-keeper |
| Harbor child | STR +1 · INT −1 | Sea legs |
| Herder’s child | WIS +1 · DEX −1 | Animal friend |
| Forge child | STR +1 · DEX −1 | Smith’s eye* |
| Beggar child | PER +1 · CON −1 | Street-smart, Weak stomach* (−) |
| Jester’s child | CHA +1 · STR −1 | Performer |
| Cloister child | INT +1 · STR −1 | Bookish, Gullible (−) |
| Orphan | CON +1 · CHA −1 | Survivor |
| Witch’s fosterling | WIS +1 · CHA −1 | Herb lore* |
| Occupation | Stats | Traits |
|---|---|---|
| Smith’s apprentice | STR +1 · CHA −1 | Smith’s eye* |
| Alchemist’s apprentice | INT +1 · STR −1 | Herb lore* |
| Hunter | PER +1 · CHA −1 | Tracker |
| Fisher | WIS +1 · DEX −1 | Sea legs |
| Merchant’s apprentice | CHA +1 · WIS −1 | Haggler |
| Soldier | STR +1 · FIN −1 | Drilled |
| Scribe | INT +1 · STR −1 | Bookish |
| Farmer | CON +1 · INT −1 | Green thumb |
| Miner | CON +1 · CHA −1 | Ore sense* |
| Pickpocket | FIN +1 · WIS −1 | Deft fingers, Ill-reputed (−) |
| Logger | STR +1 · CHA −1 | Forest-wise |
| Tanner | CON +1 · CHA −1 | Tanner’s hands |
| Tailor | FIN +1 · STR −1 | Crafts knack* |
| Cook | FIN +1 · STR −1 | Cooking* |
| Stablehand | DEX +1 · INT −1 | Animal friend |
| Mason | STR +1 · PER −1 | Builder’s hands |
| Herbalist | PER +1 · STR −1 | Herb lore* |
| Guard | CON +1 · FIN −1 | Vigilant |
| Sailor | DEX +1 · WIS −1 | Sea legs |
| Butcher | STR +1 · CHA −1 | Butchery |
Traits
Two separate lists. The same trait from two sources counts twice, shown as “×2”. Traits are also meant to develop from what you actually do. DECIDED
| Trait | Effect | Status |
|---|---|---|
| Scavenger | +5 to discovering items and corpses | IN GAME |
| Pack mule | +10 % carry weight | IN GAME |
| Hare | +10 percentage points when fleeing | IN GAME |
| Molter | +25 % HP regeneration out of battle | IN GAME |
| Ore sense | +5 to vein discovery | IN GAME |
| Herb lore | +5 to herb discovery | IN GAME |
| Darkvision | Discovers more easily on dark squares | DRAFT |
| Swimmer | To be rewritten: there will be no water squares | DRAFT |
| Cold-resilient | Withstands cold better | DRAFT |
| Heat-resilient | Withstands heat better | DRAFT |
| Haggler | Better prices with NPC traders | DRAFT |
| Ill-reputed (−) | The guards keep an eye on you | DRAFT |
| Two worlds | At home in two worlds | DRAFT |
| Drilled | Used to formation | DRAFT |
| Quiet for their size | Moves quietly despite size | DRAFT |
| Disease-resistant | Lower risk of catching disease | DRAFT |
| Wanderer | Enduring on the roads | DRAFT |
| Pack hunter | Stronger in a pack | DRAFT |
| Green thumb | Makes things grow | DRAFT |
| Thorns | Hurts whoever lands a hit | DRAFT |
| Trait | Effect | Status |
|---|---|---|
| Hardened | +10 % HP regeneration | IN GAME |
| Herb lore | +5 to herb discovery | IN GAME |
| Smith’s eye | Better quality step at the forge | IN GAME |
| Ore sense | +5 to vein discovery | IN GAME |
| Cooking | Better quality step in the kitchen | IN GAME |
| Crafts knack | Better quality step in all trades | IN GAME |
| Dust lung (−) | −10 % HP regeneration | IN GAME |
| Weak stomach (−) | Potions and food work at 80 % | IN GAME |
| Haggler | Better prices with NPC traders | DRAFT |
| Deft fingers | Theft and fine crafts | DRAFT |
| Sea legs | Fishing and boats | DRAFT |
| Tracker | Reads tracks on the ground | DRAFT |
| Devout | Stronger bond to one’s religion | DRAFT |
| Bookish | Learns from the written word | DRAFT |
| Green thumb | Makes things grow | DRAFT |
| Drilled | Used to formation | DRAFT |
| Wanderer | Enduring on the roads | DRAFT |
| Forest-wise | At home in the forest | DRAFT |
| Gossip-keeper | Hears rumours before others | DRAFT |
| Animal friend | Animals trust you | DRAFT |
| Street-smart | Knows how the city works | DRAFT |
| Survivor | Endures when it is at its worst | DRAFT |
| Performer | Wins the crowd | DRAFT |
| Tanner’s hands | Used to leather | DRAFT |
| Builder’s hands | Used to building | DRAFT |
| Vigilant | Reacts first | DRAFT |
| Butchery | Butchers kills better | DRAFT |
| Spoiled (−) | Worse prices with NPC traders | DRAFT |
| Ill-reputed (−) | The guards keep an eye on you | DRAFT |
| Gullible (−) | Easier to fool | DRAFT |
Trait pick
A trait is a named advantage or drawback, never plain stats. Nothing is rolled.
Childhood and occupation each bring their own traits plus a shared pool, drawbacks included. You pick from both together.
Grey traits are shown but cannot be picked. Every combination offers at least two built ones.
Pick a trait your background already gives, and it counts twice.
Hardened and Dust lung change HP regeneration, which is still tiny on a new character. The effect shows as it grows.
Open questions
Birdfolk, Giantfolk, Planefolk and Undead; Snakefolk and Dragonfolk; Pixies and Changelings among the fae. Struck from the launch set, kept as candidates.
It is easy to confuse with the professions you train in play. “Apprenticeship” has been suggested.
Finds and starting comfort only, or the crafting result too? The worry is a childhood that still costs a player years later.
IDEA Nothing here is decided or promised.