Glinaur

kindreds · subraces · backgrounds

Choose who you were.

10 kindreds, 42 subraces, 20 childhoods and 20 occupations. That is 400 backgrounds before you pick a single trait. Nothing is rolled.

Character creation

Eleven steps, most of them permanent

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.

  1. IN GAME1. Kindred

    One of 10. Sets the stat profile.

  2. IN GAME2. Subrace

    One of 42. A small stat adjustment and/or one race trait.

  3. IN GAME3. Childhood

    One of 20. Stat modifiers ±1 and fixed traits.

  4. IN GAME4. Occupation

    One of 20. Stat modifiers ±1 and fixed traits.

  5. IN GAME5. Traits

    Pick 2 from an offer shaped by childhood and occupation. Unbuilt traits show grey, marked “coming”.

  6. IN GAME6. Sex

    Male, female or unknown. Cosmetic only: zero mechanical effect, forever.

  7. IN GAME7. Avatar

    Chosen among the subrace’s portraits, with a full-figure preview.

  8. IN GAME8. Free points

    8 free points, at most 4 per stat. Humans get 10.

  9. IN GAME9. Name

    Unique, case-insensitive.

  10. IN GAME10. The Oath

    The opening story: the world was one, other lands came, and at the clay you swear to seek the answer.

  11. IN GAME11. Confirmation

    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

What each stat governs

The roles, and the gear each one ties to, are a decided working version; not every role is wired yet. DECIDED

ConstitutionCONLife and HP regeneration. Axes, spears, helmets and armour.
StrengthSTRDamage. Swords, mauls, shields and crossbows.
DexterityDEXChance to hit, armour class, light-weapon damage and fleeing. Knives, cloaks, bows, thrown weapons and unarmed combat.
IntelligenceINTMagic damage and the chance to cast: the power. Staffs.
WisdomWISMana, mana regeneration and magic resistance: the mage’s endurance and protection.
PerceptionPERFinding herbs, ore, hidden things and sneaking players; spotting monsters on your square; gentle repairs at the forge.
CharismaCHANPC 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.
FinesseFINPrecision 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.

Elf

DEX +2 · PER +1 · INT +1 · CON −2 · STR −2

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

High Elf

High Elf

INT +1 · CON −1

Homeland (draft): The tower cities

Wood Elf

Wood Elf

PER +1 · INT −1

Homeland (draft): The Great Forest

Dark Elf

Dark Elf

Darkvision (coming)

Homeland (draft): The Underworld

Sea Elf

Sea Elf

Swimmer (coming)

Homeland (draft): The coastland

Snow Elf

Snow Elf

Cold-resilient (coming)

Homeland (draft): The Northlands

Sun Elf

Sun Elf

CHA +1 · WIS −1

Heat-resilient (coming)

Homeland (draft): The southern plains

Moon Elf

Moon Elf

WIS +1 · CON −1

Homeland (draft): The night cities

Dwarf

CON +3 · STR +1 · WIS +1 · DEX −2 · CHA −2 · PER −1

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

Mountain Dwarf

Mountain Dwarf

STR +1 · CHA −1

Homeland (draft): The mountain halls

Hill Dwarf

Hill Dwarf

CHA +1 · STR −1

Haggler (coming)

Homeland (draft): The trade valleys

Deep Dwarf

Deep Dwarf

PER +1 · CHA −1

Darkvision (coming)

Homeland (draft): The deep shafts

Duergar

Duergar

WIS +1 · CHA −1

Ill-reputed (−) (coming)

Homeland (draft): The shadow cities

Orc

STR +3 · CON +2 · INT −2 · CHA −2 · PER −1

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

Green Orc

Green Orc

CON +1 · WIS −1

Homeland (draft): The marshlands

Grey Orc

Grey Orc

PER +1 · STR −1

Homeland (draft): The steppe

Black Orc

Black Orc

STR +1 · DEX −1

Darkvision (coming)

Homeland (draft): The ash mountains

Half-Orc

Half-Orc

CHA +1 · CON −1

Two worlds (coming)

Homeland (draft): The border villages

Goblinkin

DEX +2 · PER +2 · FIN +1 · STR −3 · CHA −2

Those who survive.

Race skills (draft, not built): Bolt-hole, Looter’s eye, Survival instinct DRAFT

Combat niche (draft): Finesse and stealth DRAFT

Goblin

Goblin

FIN +1 · CON −1

Scavenger

Homeland (draft): The ruin burrows

Hobgoblin

Hobgoblin

STR +1 · CON +1 · DEX −2

Drilled (coming)

Homeland (draft): The camp lands

Bugbear

Bugbear

STR +2 · FIN −2

Quiet for their size (coming)

Homeland (draft): The thicket forest

Human

Even base · +2 extra free points

The adaptable.

Race skills (draft, not built): Resolve, Second wind, Favour of the people DRAFT

Combat niche (draft): Generalist · leader and merchant DRAFT

Northman

Northman

Cold-resilient (coming)

Homeland (draft): The Northlands

Desertfolk

Desertfolk

Heat-resilient (coming)

Homeland (draft): The deserts

Highlander

Highlander

CON +1 · FIN −1

Homeland (draft): The highlands

Cityfolk

Cityfolk

CHA +1 · PER −1

Disease-resistant (coming)

Homeland (draft): The cities

Nomad

Nomad

Wanderer (coming)

Homeland (draft): The steppe

Beastfolk

PER +2 · DEX +1 · INT −1 · CHA −2

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

Wolffolk

Wolffolk

Pack hunter (coming)

Homeland (draft): The winter forest

Catfolk

Catfolk

DEX +1 · CON −1

Darkvision (coming)

Homeland (draft): The sun cities

Foxfolk

Foxfolk

FIN +1 · STR −1

Homeland (draft): The groves

Ratfolk

Ratfolk

CON +1 · CHA −1

Disease-resistant (coming)

Homeland (draft): The Underworld

Bearfolk

Bearfolk

STR +2 · DEX −2

Pack mule

Homeland (draft): The mountain forests

Rabbitfolk

Rabbitfolk

DEX +2 · STR −2

Hare

Homeland (draft): The meadowlands

Lionfolk

Lionfolk

CHA +2 · FIN −2

Homeland (draft): The savannah

Reptilian

CON +2 · WIS +1 · PER +1 · CHA −3 · FIN −1

The cold blood.

Race skills (draft, not built): Armour scales, Cold-blooded, Moulting DRAFT

Combat niche (draft): Solo warrior (Crocodilian) DRAFT

Lizardfolk

Lizardfolk

Molter

Homeland (draft): The swamps

Crocodilian

Crocodilian

STR +1 · DEX −1

Swimmer (coming)

Homeland (draft): The river lands

Kobold

Kobold

DEX +1 · STR −1

Ore sense

Homeland (draft): The mine tunnels

Halfling

DEX +2 · CHA +1 · PER +1 · STR −3 · CON −1

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

Meadow Halfling

Meadow Halfling

CON +1 · DEX −1

Green thumb (coming)

Homeland (draft): The meadowlands

River Halfling

River Halfling

Swimmer (coming)

Homeland (draft): The river lands

Wandering Halfling

Wandering Halfling

Wanderer (coming)

Homeland (draft): The roads

Gnome

INT +2 · FIN +2 · PER +1 · STR −3 · CON −2

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

Rock Gnome

Rock Gnome

CON +1 · FIN −1

Ore sense

Homeland (draft): The mountain villages

Forest Gnome

Forest Gnome

PER +1 · INT −1

Herb lore

Homeland (draft): The groves

Deep Gnome

Deep Gnome

Darkvision (coming)

Homeland (draft): The deep shafts

Fae

CHA +2 · WIS +1 · DEX +1 · STR −2 · CON −2

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

Bloom Fae

Bloom Fae

Herb lore

Homeland (draft): The flower meadows

Thorn Fae

Thorn Fae

STR +1 · CHA −1

Thorns (coming)

Homeland (draft): The thicket forest

Dusk Fae

Dusk Fae

Darkvision (coming)

Homeland (draft): The dusk grove

Backgrounds

Where you come from

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.

Childhoods

ChildhoodStatsTraits
Street childDEX +1 · CHA −1Deft fingers
Merchant’s childCHA +1 · STR −1Haggler
Farm childCON +1 · INT −1Hardened*
Fisher’s childPER +1 · CHA −1Sea legs
Hunter’s childPER +1 · FIN −1Tracker
Temple childWIS +1 · DEX −1Devout
Noble childINT +1 · CON −1Bookish, Spoiled (−)
Warrior’s childSTR +1 · FIN −1Hardened*
Caravan childCON +1 · CHA −1Wanderer
Mine childCON +1 · DEX −1Ore sense*, Dust lung* (−)
Logger’s childSTR +1 · CHA −1Forest-wise
Inn childCHA +1 · WIS −1Gossip-keeper
Harbor childSTR +1 · INT −1Sea legs
Herder’s childWIS +1 · DEX −1Animal friend
Forge childSTR +1 · DEX −1Smith’s eye*
Beggar childPER +1 · CON −1Street-smart, Weak stomach* (−)
Jester’s childCHA +1 · STR −1Performer
Cloister childINT +1 · STR −1Bookish, Gullible (−)
OrphanCON +1 · CHA −1Survivor
Witch’s fosterlingWIS +1 · CHA −1Herb lore*

Occupations

OccupationStatsTraits
Smith’s apprenticeSTR +1 · CHA −1Smith’s eye*
Alchemist’s apprenticeINT +1 · STR −1Herb lore*
HunterPER +1 · CHA −1Tracker
FisherWIS +1 · DEX −1Sea legs
Merchant’s apprenticeCHA +1 · WIS −1Haggler
SoldierSTR +1 · FIN −1Drilled
ScribeINT +1 · STR −1Bookish
FarmerCON +1 · INT −1Green thumb
MinerCON +1 · CHA −1Ore sense*
PickpocketFIN +1 · WIS −1Deft fingers, Ill-reputed (−)
LoggerSTR +1 · CHA −1Forest-wise
TannerCON +1 · CHA −1Tanner’s hands
TailorFIN +1 · STR −1Crafts knack*
CookFIN +1 · STR −1Cooking*
StablehandDEX +1 · INT −1Animal friend
MasonSTR +1 · PER −1Builder’s hands
HerbalistPER +1 · STR −1Herb lore*
GuardCON +1 · FIN −1Vigilant
SailorDEX +1 · WIS −1Sea legs
ButcherSTR +1 · CHA −1Butchery

Traits

Race traits and personal 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

Race traits

TraitEffectStatus
Scavenger+5 to discovering items and corpsesIN GAME
Pack mule+10 % carry weightIN GAME
Hare+10 percentage points when fleeingIN GAME
Molter+25 % HP regeneration out of battleIN GAME
Ore sense+5 to vein discoveryIN GAME
Herb lore+5 to herb discoveryIN GAME
DarkvisionDiscovers more easily on dark squaresDRAFT
SwimmerTo be rewritten: there will be no water squaresDRAFT
Cold-resilientWithstands cold betterDRAFT
Heat-resilientWithstands heat betterDRAFT
HagglerBetter prices with NPC tradersDRAFT
Ill-reputed (−)The guards keep an eye on youDRAFT
Two worldsAt home in two worldsDRAFT
DrilledUsed to formationDRAFT
Quiet for their sizeMoves quietly despite sizeDRAFT
Disease-resistantLower risk of catching diseaseDRAFT
WandererEnduring on the roadsDRAFT
Pack hunterStronger in a packDRAFT
Green thumbMakes things growDRAFT
ThornsHurts whoever lands a hitDRAFT

Personal traits

TraitEffectStatus
Hardened+10 % HP regenerationIN GAME
Herb lore+5 to herb discoveryIN GAME
Smith’s eyeBetter quality step at the forgeIN GAME
Ore sense+5 to vein discoveryIN GAME
CookingBetter quality step in the kitchenIN GAME
Crafts knackBetter quality step in all tradesIN GAME
Dust lung (−)−10 % HP regenerationIN GAME
Weak stomach (−)Potions and food work at 80 %IN GAME
HagglerBetter prices with NPC tradersDRAFT
Deft fingersTheft and fine craftsDRAFT
Sea legsFishing and boatsDRAFT
TrackerReads tracks on the groundDRAFT
DevoutStronger bond to one’s religionDRAFT
BookishLearns from the written wordDRAFT
Green thumbMakes things growDRAFT
DrilledUsed to formationDRAFT
WandererEnduring on the roadsDRAFT
Forest-wiseAt home in the forestDRAFT
Gossip-keeperHears rumours before othersDRAFT
Animal friendAnimals trust youDRAFT
Street-smartKnows how the city worksDRAFT
SurvivorEndures when it is at its worstDRAFT
PerformerWins the crowdDRAFT
Tanner’s handsUsed to leatherDRAFT
Builder’s handsUsed to buildingDRAFT
VigilantReacts firstDRAFT
ButcheryButchers kills betterDRAFT
Spoiled (−)Worse prices with NPC tradersDRAFT
Ill-reputed (−)The guards keep an eye on youDRAFT
Gullible (−)Easier to foolDRAFT

Trait pick

How the trait pick works

A trait is a named advantage or drawback, never plain stats. Nothing is rolled.

  • IN GAMEThe offer

    Childhood and occupation each bring their own traits plus a shared pool, drawbacks included. You pick from both together.

  • IN GAMEBuilt traits only

    Grey traits are shown but cannot be picked. Every combination offers at least two built ones.

  • IN GAMEDoubling up

    Pick a trait your background already gives, and it counts twice.

  • IN GAMESlow to show

    Hardened and Dust lung change HP regeneration, which is still tiny on a new character. The effect shows as it grows.

Open questions

Not decided: room for ideas

  • IDEAKindreds left out

    Birdfolk, Giantfolk, Planefolk and Undead; Snakefolk and Dragonfolk; Pixies and Changelings among the fae. Struck from the launch set, kept as candidates.

  • IDEAA new name for “Occupation”?

    It is easy to confuse with the professions you train in play. “Apprenticeship” has been suggested.

  • IDEAWhat may a start trait touch?

    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.