Character Development

Character Development

This section strikes between Heritage and Homeland, as a part of the process of figuring out your character.

Wyrlde is a setting for Role Playing, according to Tinghabel, although I find the thought that I am someone’s imagination to be a bit annoying, because believe me, it hurts to get stabbed, or fall down, or run into a bear’s behind while fleeing a Troll.

Doesn’t feel like it, is what I mean, but I do know what it is like to be born here and have to live here, and let me tell you, things get a lot easier if you make up your mind ahead of time about some stuff.

Common Basics in Progress

We all have some basics we are dealing with, and those are already in progress! You may already have some of these chosen, so don’t stress it.

Identity

  • Name
  • Nickname (s)

We all have a name, and many of us have short or diminutive versions of it, and others have names that arise out of familiarity. Names on Wyrlde don’t have a “pattern”. The only thing that tends towards more common is that feminine persons tend to have names that begin and end with vowels and masculine persons have names that begin and end with consonants. Full names can be three to five syllables long, nicknames are usually a single syllable. Even with that, however, name them whatever you want!

  • True Name

We all have a true name as well, and in some cultures, this is a sacred and secret thing, while in others it is just open to anyone.

  • Birthday
  • Age
  • Astrological Sign
  • Arena

The year and the day you start playing for the first time is the 1st day of the year 300.You can pick the day you are born. Cool, huh? Your sign is determined by your birthday, but you get to pick the Arena you feel you fit into.

  • Gender
  • Sexual Orientation
  • Attraction Type

Gender is a choice of four (how you express it is an individual thing): Masculine, Feminine, Enby, Anby. Enby is Non-binary of various sorts, and Anby is Agender.

Sexual Orientation is “To Women”, “To Men”, “To Enby”, To Anby”, “To Many”, “To Some”, and “To None”. What you are doesn’t matter.

Attraction Type is, well, your Type. What type of person are you attracted to? It is ok if you don’t have a clue yet – a lot of folks don’t.

  • House
  • Heritage

You should have an idea about this by now, given you already found this stuff out just a bit ago. House is a catch-all here – you may have a Grottoe or Commune or Clan Hall, and you do not need to restrict yourself to just the great houses. There are 500 of them, after all.

  • Homeland
  • Profession

Both of these will be addressed soon. We promise.

Appearance

This is designed to give you a shot at using an artist or generative tool to develop a portrait.

Heritage

Height

Weight

Cambion

57 to 75

90 to 210

Dakoan

63 to 75

100 -275

Dwarf

42 to 54

90 to 200

Elf

48 to 60

65 to 125

Exilian

54 to 66

100 to 175

Faery

19 to 35

15 to 30

Fay

54 to 69

90 to 175

Gnome

52 to 64

102 to 250

Harrier

33 to 48

20 to 45

Iara

58 to 60

125 to 225

Imperial

63 to 78

150 to 300

Meka

60 to 66

150 to 230

Myrmian

60 to 75

125 to 275

Ogre

72 to 84

150 to 300

Panther

34 to 46

35 to 85

Seraph

57 to 75

80 to 200

Serpent

28 to 36

60 to 140

Spright

46 to 58

100 to 200

Swift

30 to 42

20 to 50

Thalasian

54 to 69

75 to 225

Triton

46 to 58

75 to 200

Vulcan

36 to 46

40 to 90

Whiskers

32 to 44

20 to 40

Let’s give that character a look by answering some basic questions to write up a description.

Height & Weight

The table to the side there has a list of the height and weight ranges for each of the different Heritages. Height is given in inches; Weight is given in pounds.

Face

Face: oval, round, square, diamond, heart, pear and oblong.

Nose: Lyonic (straight bridge, high start, bump in middle), Aztic (curved bridge, high start), Sibolan (upturned, low start), Duric (curved bride, high start, downturned/hooked), Akashik (hooked bridge, high start, downturned), Qivric (slim, low start, flat shaped, shorter tip), Doric (long bridge, low start, wide base, broad), and Exic (wide bridge, low start, button end).

Ears: Three elements: Size (small, average, large, long, short), Tip (square, round, oval, pointed, delicate), lobe (lobed, not lobed).

Chin: Wide, Narrow, Cleft, Square, Round, Jutting, Dropping, Pointed, Soft

Cheeks: High, Low, Sunken, Flat, Prominent

Lips: Thin, Round, Bow, Heart, Full

Eye Color, Eye Shape

Eye Colors that are common for your heritage can be found in the description there.

Eye Shapes: Monolid, Round, Almond, Downturned, Upturned, Hooded, Square.

Hair

Color is determined in part by your Heritage, which has a list of colors. Note that hair can be multiple colors naturally, and that it can have highlights of different shades.

Hair Types from 1a to 4c, with Type 1 being straighter, type 4 being very tightly curled.

Breaks down into Straight, Wavy, Curly, and Coiled. Type comes in Straight, Wavy, Curly, and Coiled, with each type having three subtypes, as shown below.

Length is anywhere from shaven to cropped, neck to shoulder, or longer.

Style is entirely a choice of your personal habit. Six common styles are Loose, Ponytail, Braided, Bun, Chignon, and Loc.

Build Type

Ample

Barrel-chested

Compact

Dainty

Delicate

Frail

Gangly

Hefty

Hunched

Lanky

Lean

Lithe

Muscular

Pear-shaped

Petite

Plump

Rangy

Skinny

Slender

Stacked

Stocky

Stout

Thickset

Thin

Wiry

Complexion

Each Heritage has fives Shades: Pale, Medium, Dusky, Swarthy, Dark. Those go from lightest shades to darkest, and within the heritages there will be at least five variations. Each of them can vary slightly by about 3 casts. On that place called Earth, it went something like Pale, Fair, Olive, Brown, Dark Brown.

These are then apparently altered slightly by Tones: Cool, Warm, and Neutral. Lastly, there are Hues of Peach, Frost, or Leaf.

In normal circumstances, coloring is down to a few types. Recent events have thrown that out the window with the way that Seraph and Cambion can be colored. Recent still being longer ago than anyone currently alive.

Details

Are they left- or right-handed?

What does their voice sound like?

Markings

Do they use cosmetics?

Do they have any Birthmarks?

Do they have any Scars?

Do they have any Tattoos?

Do they have any Piercings or subdermal Implants?

What sort of body Adornment or Jewelry do they wear?

Does any of this have sentimental or traumatic value to them?

Dress & Style

What clothing do they wear?

What materials is it made of?

How decorated is it?

What is their most treasured possession?

What other items of note do they have on their persons (note, you still have to buy things)?

Personality

This section is for developing your character’s personality. I know! We will get there – everyone always wants to rush off to their profession! Well, at least I did!

This section is the one it is ok to take a little bit at a time – but surprise: you already have some of this. These are the things that can help guide you during role playing and make decisions that are what your character would do based on their past and their goals and help you to understand what it is like to walk within their shoes.

Since you will be walking in them, I think it might be a good idea.

There are three major initial periods for Character Development: Zero, 2nd Level, and 5th level. You can use the same questions at each major point of advancement, as well, after 5th, but for now let’s focus on the Zero Session stuff.

It is not necessary to have your character figured out before you start playing – indeed, sometimes it causes more problems for you to play them if you do – you forget to ease into it and enjoy the role. Like you, your character’s experiences and early events shape their ways of seeing the world, and so as they move into the Professional stage of Mastery, we will revisit them a couple times.

Zero Session

Note that you do not have to figure all of tis out now. The basics can be sketched and take your time thinking about them – with luck and perseverance you will inhabit this body for a long time; you want it to be a decent life. For a Zero Session, we will focus on three things: What you believe in, 20 Questions, and Alignment.

Twenty Questions

Wyrlde is a role-playing game, and it is a role-centric version thereof. The meaning of this is that you, as a player, are taking on the role of the person you are creating yourself to be in and on this world. It is really kinda cool when you think about it – regardless of if you are an incarnate or an intrinsic, your liminal self gets to decide things and affect time and space in the moment (or not – liminal, and all). I admit I was a little freaked out and might not have paid much attention – hence the being a faery.

In any case, there was a game we used to play that you should play now that might help you to come to know this person you will be. We called it twenty questions – and the premise was that you could ask 20 questions about something and then make a guess as to what it was. This is a little easier in a lot of ways, but the questions aren’t always the easiest sorts. So, let’s go!

  • What is your motto?

Mottos are short, pithy sayings that represent an ideal of the character or something they value. A good motto isn’t more than 120 characters. Mottos are optional.

  • What are you afraid of?

Three things that scare the bejeezus out of the character. No character is without fear. Even a Therian Vanguard has something that will terrify them during a berserk rage.

  • What do you want to do with your life?
  • What do you long for or yearn for?
  • What do you hope to achieve one day?

D24

Result

D24

Result

01

Forest

13

House Home

02

Village Remains

14

Home of a Physic

03

Inn or Public House

15

An infirmary

04

Keep or Fort

16

Temple

05

Brothel

17

Tavern

06

Stable

18

Alley

07

Outhouse

19

Barn

08

Bathhouse

20

Guild House

09

Shrine

21

Settlement Refuge

10

Manse

22

On a boat or a ship

11

Home of a family friend

23

Rubbish Heap

12

Family Home

24

Field

Everyone has something they long for, they plan for, they hope to achieve some day – even if it isn’t realistic. It could be a nice chunk of land, a place to belong, a kingdom to call their own, a good hot meal and a warm bath. Desires can change over time, so pick one to three that your character will start with – they can be simple or elaborate – up to you.

  • In what sort of a place were you born?

Not in terms of your Homeland, but more about the locale of your birth. Here’s a quick table for ya if you want.

  • How do you come into the world and why did that happen?
  • Who are your parents?

Surprisingly, everyone has parents – they just may not have been all that involved.

  • This can also be a way to ask Who raised you?

The goal being to have some rough idea of who your parents were, what they did to put food on the table and make clothes for your back. What has become of them in the years since?

  • Do you have any siblings?

He, She, They – were you an only child (a rarity) or did you have siblings? Of course, this raises additional questions. You went off to be an adventurer.

  • How many siblings and what did they get named?
  • Who is older, who is younger?
  • What became of them?
  • Do you get along with them?

No need to go into detail, just a sentence is fine. This is the environment you grew up in.

  • What is your favorite childhood memory?

Everyone has one – and they don’t always share it. It becomes cherished, and special.

  • Why did you gain the background you chose? What led you to that?

This is to help you tie things together with what you have so far with where you are going to be headed.

  • What was significant event in your life?

This is a major thing that left a lasting mark you still have to this day, other than the one you already got

  • What are two personality traits you have?

Not in the sense of “Witty” or “Charming”, but in the sense of something they have done or do that speaks to the kind of personality they have. A “show, not tell” kind of thing. For example, Arabesque is prone to dancing and humming to herself while she travels. I am an early riser. Ok, no, not really, I sleep like the dead and that’s why I find places up high to crash.

  • What are two of your personal ideals?

Yes, you thought about the values you have, the sins and the virtues, but now we put them together to form a trait that is descriptive of how you put those into practice.

  • Who do you care about the most?

For Rafael, he has a granddaughter that he dotes on.

  • What is your favorite possession?

Yeah, I know you haven’t gotten there yet, but you will. It might not be your trinket, but it could be something like that.

  • Where are you most at home?

Have you found it, or are you still looking or that place that speaks to your inner self?

  • Do you want to find love?

Not everyone does.

Just as important as the simple yes, no, maybe is what does it look like for you when you find it? This can matter in the game if your DM uses romance storylines.

Alignment

Alignments in Wyrlde are not normative to the PHB. In a traditional D&D structure, there is good, there is evil, there is chaos, there is order, and there is neutrality. Five aspects to Alignment, nine possible combinations, a simple and easy to use guide post for character behavior, such that actions keyed off one’s alignment.

Here there are more forces at work. Instead of just the 5 Aspects of Chaos, Order, Good, Evil, and Neutrality, you have 14 Aspects to Alignment. Additionally, on Wyrlde, alignment keys off Actions – how you respond in various ways to the nature of these challenges, these ongoing tests of character and morality across each of these seven arenas, is what determines your alignment, instead of your alignment determining them. This last bit is why Alignment on Wyrlde is Optional – your DM may not want to keep track of how you are responding to the challenges the Sisters have woven for you.

In Wyrlde, the closest one can come to the original Good versus Evil is the Benefice and Malefice aspect of alignment, then the elements of Pattern vs Chaos. Neutrality is not a position the Powers or forces that shape the Realities can achieve, in part because of the core conflict that exists at the heart of neutrality. Rather, there is a search for balance and a search for imbalance, which becomes the rough equivalent for neutrality.

However, on Wyrlde every Power is just as capable and as likely of good as they are of evil, and the same falls to the mortal coils. Even a Devil may be capable of great good if it serves their purposes, and even an Angel can be unimaginably evil in the cause they espouse. Benefice is less about good and more about kindness and compassion. One can be very Good and lack those traits. The interactions between these different Aspects, the ease of joining them together and of balancing them, is nuanced, for those are not absolutes and merely universal ideals. A lie (deceit/dishonesty), for example, is a combination of pattern, malefice, imbalance, agency, self, independence, and death, for every lie kills a bit of the world; yet that same lie may serve benefice, chaos, balance, structure, unity, dependence, and life. It is not the intent, but the outcome, the action, not the thought.

To choose an alignment, pick the single Choice from each Aspect that applies and record that on your character sheet. There are seven Aspects, each having a Choice, and the choice is based on which of those things one would decide to act on in any given situation. These Aspects are:

Pattern

Benefice

Chaos

Malefice

Agency

Unity

Structure

Self

Independence

Life

Dependence

Death

Balance

 

Imbalance

 

Pattern & Chaos: A pattern seeks to derive some form of order from the manifest universe. As an aspect, it is the desire to shape forces larger than yourself into a way that makes sense. Chaos is without pattern, a formlessness, a disorganized state that exists without pattern. Pattern and Chaos is bounded by Shadow and Nether.

Benefice & Malefice: Benefice is good intention, malefice is bad intention. It is the point where one seeks to do what is kind and compassionate versus what is cruel and uncaring. Actions may be beneficial or malevolent, as befits the nature of the person. Benefice and Malefice are bounded by the Celestial and the Infernal.

Balance & Imbalance: Seeking a path around the often present deire to avoid sitting on a fene, the point of choice, comes on the razor’s edge between blance and imbalance, where one Aspect is favored over others, throughout th life. Balance and imbalance is bounded by the Celestial and Nether.

Agency & Structure: the power of the Individual against the power of the System, and the idea that one person is just as important as the system above them all. Agency and Structure is bounded by the Shadow and Infernal.

Unity & Self: The choice between a communtiy and one’s self, this is where selfishness and altruism lie. Unity and Self is bounded by Necrotic and Celestial.

Independence and Dependence: finding a place within the need to stand alone and the need to stand with others. This is also reflective of the interconnectedness that all people have, and the ways that they need to rely on each other – for clothes, for food, for equipment and belongings – even though they may never see or meet each other. Dependence is bounded by Shadow and Radiance.

Life & Death: The decisions between mercy and mercilessness, between sparing and opponent and ending them. This is where the choices between Death and Life lie. Life and Death are bounded by Radiance and Necrotic.

Before you dismiss it, know that Alignment influences the Afterlife of the character, as their life is weighed against their beliefs and their values and their actions, and so it does have an effect on Restorations, Resurrections, and Reincarnations.

How does judging work?

According to my friend Rafael, every act you engage in is weighed and measured along the many different axes o the whole. Not acting is a choice, but still an action, as well. The whole of your life, from Childhood to death, is measured and weighed along these factors, every action you have ever taken leaving a mark upon your Anima, the combination of Spirit, Soul, Mind, and Heart that is all of you. Where the majority of your actions fall is where your soul heads in terms of the mortal planes, and they in turn are used to judge you in the next life and determine where you will be restored in the cycle.

Higher Planes

Celestial

Radiant

Shadow

 

Lower Planes

Infernal

Necrotic

Nether

Pattern

X

   

Pattern

 

X

X

Chaos

 

X

X

 

Chaos

X

  

Benefice

X

X

  

Benefice

  

X

Malefice

  

X

 

Malefice

X

X

 

Balance

X

   

Balance

 

X

X

Imbalance

 

X

X

 

Imbalance

X

  

Agency

 

X

X

 

Agency

X

  

Structure

X

   

Structure

 

X

X

Unity

X

   

Unity

 

X

X

Self

 

X

X

 

Self

X

  

Independence

  

X

 

Independence

X

X

 

Dependence

X

X

  

Dependence

  

X

Life

X

X

X

 

Life

   

Death

    

Death

X

X

X

As with the Planes and Dimensions, these forces are held and measured and structured by the Pale, and it is from them that we get the human elements of character, virtue, sin, personality, and emotion.

Another key difference is that Wyrlde’s Powers That Be are not personifications of something; they are not Gods of something. They are, like people, wholly themselves, with their own flaws, traits, quirks, and failings.

Values

Every person has a code that they believe in. This code has Positive aspects and Negative aspects. This moral code is nonbinding but should have an influence on the character as you play them – especially since it will have an effect in encounters with other people. It is the navigating of those many different codes on a personal basis that can often create internal conflicts that are real in the moment.

Each Heritage had a description of a few Values that you should have set down as part of your character’s values. Here, we will add two to four more to it. Each Homeland also has a listing, and there are Moral Codes built into some of the character Professions as well.

All of these will feed into your Moral Code, ideals with which you have been raised your whole life, and these here come from your character’s experiences in life so far, ultimately giving you a set of values, from virtues you have been told to aspire towards to vices you have been told are sinful, or wrong, and this all feeds into that measure, their personal basis for right and wrong. Much of this develops over time, and this is for the creation of a character who is just starting out, so having only two to four right now works.

Like the Seven Deadly Sins and Seven Heavenly Virtues, they gently inform the character’s decisions and choices, and it is the strength with which they hold to this code that may have an impact on their honor, renown, and related scores.

Examples:

  • The Seven Heavenly Virtues: Prudence, Justice, Temperance, Fortitude, Faith, Hope, & Charity.
  • The Seven Capital Virtues: Chastity, Temperance, Charity, Diligence, Patience, Kindness, & Humility.
  • Perhaps Aristotle’s are more to your liking: Courage, Temperance or Self-Control, Generosity, Greatness of Soul or Magnanimity, Measured Anger, Friendship, & Wit or Charm.
  • The Seven Deadly Sins: Pride, Greed, Wrath, Envy, Lust, Gluttony, & Sloth.
  • Ponticus offered these: Gluttony, Prostitution, Fornication, Avarice (Greed), Envy, (Sadness at another’s good fortune), Wrath, Dejection, Boasting, & Pride (Self-Overestimation, Arrogance, or Grandiosity).

A moral code has two parts – affirming and punitive.

Virtues

Affirming things are the goals that people strive for in their daily lives, the Virtues of that region, positive character traits people aspire to be and do and live by. They are virtues, the things you are told to try to do more, that you are rewarded for doing, that people are held up as an example for you to follow.

Typically, a person will have five to nine Virtues that they use as aspirational ideals, and that influence their moral code.

Pick two to three things that you feel are worthy for your character to aspire towards.

You don’t have to do the whole collection, like Wisdom, Understanding, Counsel, Knowledge, Piety, and Fortitude, just a few to start off, because you have a couple already and will be adding a few more soon.

Vices

Punitive Codes are the Vices that people avoid or punish. Negative aspects are things you avoid, you regret, you don’t want to be like or do. They are vices, the things you are told not to do, or shown why it is bad through the examples of others or punished for doing.

The great key to Vices is that they do not need to be the opposite of the Virtues, they can be other things and it can be assumed that the opposite of the virtues are undesired.

Pick two to three things that you feel are worthy for your character to aspire towards.

Selections

Ah, but where do you pick them from, you ask? Well, it turns out here is a list of different Values presented in some kind of order. It is important to k=note that what one person may think of as a Virtue could be another person’s Vice – often the shared values we have in common with others are dependent on us all receiving many of the same lessons early on. It is our experience with hem that shapes and changes how we deal with and approach and value those ideals.

Acceptance

Adaptability

Aloof

Ambition

Apathy

Arrogance

Assertiveness

Authenticity

Beauty

Benefice

Bluster

Caring

Certitude

Cleanliness

Clumsy

Commitment

Compassion

Confidence

Conservatism

Consideration

Contentment

Cooperation

Courage

Courtesy

Cowardice

Creativity

Cruelty

Deceit

Deception

Decisiveness

Defiance

Demureness

Denial

Detachment

Determination

Dignity

Uncaring

Discordant

Discouragement

Discourtesy

Disharmonious

Dishonesty

Dishonorable

Disorderliness

Dispassion

Disruptive

Distraction

Docility

Emotionlessness

Empathy

Encouragement

Endurance

Enthusiasm

Ethical

Excellence

Excess

Extroversion

Fairness

Faith

Faith

Fervor

Fidelity

Fixation

Flexibility

Focus

Foolhardiness

Foresight

Forgiveness

Friendliness

Friendship

Generosity

Good Counsel

Good Judgment

Good Manners

Good Temper

Grace

Graciousness

Gratitude

Greatness

Harmonious

Helpfulness

Honesty

Honor

Hope

Humility

Idealism

Imaginative

Immodesty

Impiety

Impracticality

Inconsideration

Indecisiveness

Independence

Indignity

Indolence

Industriousness

Infidelity

Inflexibility

Ingratitude

Initiative

Integrity

Introspection

Introversion

Joy

Joyfulness

Justice

Kindness

Leadership

Liberality

Love

Loyalty

Magnificence

Malice

Mediocrity

Meditation

Meekness

Miserliness

Moderation

Modesty

Naivety

Obedience

Optimism

Orderliness

Passion

Patience

Patriotism

Peace

Peacefulness

Perfectionism

Perseverance

Piety

Pragmatism

Preparedness

Pride

Principled

Prudence

Purposefulness

Rationality

Realism

Refusal

Reliability

Respect

Responsibility

Responsiveness

Restraint

Reticence

Reverence

Sacrifice

Security

Self-Control

Self-Discipline

Self-Knowledge

Service

Shyness

Sincerity

Slovenliness

Softness

Stability

Steadfastness

Stinginess

Surrender

Sympathy

Tact

Taking Risks

Temperance

Temperate

Tenacious

Thankfulness

Thinking Of Others

Thoughtfulness

Thoughtlessness

Tolerance

Tranquility

Trust

Truthfulness

Uncaring

Uncertainty

Unconcern

Uncooperative

Understanding

Understanding

Unfeeling

Unforgiving

Unfriendliness

Unfriendly

Ungraceful

Ungraciousness

Unhealthiness

Unhelpful

Unity

Unprincipled

Unreliability

Unsociable

Unspirited

Unwelcome

Visionary

Weakness

Welcome

Wisdom

Wit

Wonder

Worry

Zeal

  
XGE Tables

Now that you have done all of that, it is recommended that you take advantage of the additional options found in XGE, if you have access to it, for rolling or creating additional aspects.

Xanathar’s Guide to Everything offers several additional tables on pages 61 through 73 for adding additional depth to this part.

2nd Level Session

In this session, we will focus on which they favor and which they do not, and then turn to another round of 20 questions.

By Second Level, you have undergone some trials that have challenged and tested you, and so it is a good time to add in and revisit aspects of your character. Among those things you can do is another round of 20 Questions!

Quirks & Habits
  • What sort of Posture do they have?
  • What kind of walk do they have?
  • What are two common gestures they tend to make without thought (tapping lips, curling hair, fidgeting)?
  • Are they optimistic or pessimistic?
  • Are they organized (neat) or cluttered (messy)?
  • Do they like to plan or do they prefer to wing it?
  • How do they prefer to resolve conflicts?
Likes
  • What is their favorite color?
  • What are their two favorite accent colors?
  • What’s their favorite meal?
  • What is their favorite gemstone?
  • What is their favorite flower?
  • What is their favorite kind of pet?
Dislikes
  • What is their least favorite color?
  • What are their two least favorite accent colors?
  • What’s their least favorite meal?
  • What is their least favorite gemstone?
  • What is their least favorite flower?
  • What is their least favorite kind of pet?
20 Questions

Here are 20 more questions to ask, having had a bit of time in the character…

  • Do they have any allergies, diseases, or other ailments?
  • What phrases are they known for saying?
  • Do they have any bad habits?
  • What are their biggest pet peeves? What annoys them?
  • What is the greatest extravagance they allow themselves?
  • What do they hope for themselves in 20 years?
  • What is the worst thing a person can do?
  • What would they give their life for, if anything?
  • Is there anything they’d refuse to do, under any circumstances?
  • What is their earliest memory?
  • Growing up, what did they enjoy doing?
  • Growing up, who were their friends?
  • What’s their favorite story from during their apprenticeship?
  • When was the first time they fell in love?
  • Who is important in their life now?
  • Who has influence over them and how?
  • Can they be vulnerable?
  • Can they let others protect them?
  • Who can they let others protect?
  • Why can they let others protect?

5th Level Session

By Fifth Level, you have undergone some trials that have challenged and tested you, and so it is a good time to add in and revisit aspects of your character. Among those things you can do is another round of Questions!

Questions
  • What is the best thing they’ve ever done?
  • What is their best memory?
  • What is their worst memory?
  • What is their biggest secret?
  • What is their greatest regret?
  • What is the most important thing to ever happen to them?
  • What is their greatest achievement?
  • What is the evilest thing they’ve ever done?
  • What’s the worst thing that’s ever happened to them?
  • When was the time they were the most frightened?
  • When was the time they were most excited?
  • What is their most embarrassing moment?

Now is a good time to revisit some of your answers from before, in other sessions, and see if they still work or fit.

And that’s it. If you don’t know your character by now, well, you’ve got some work o do!

Inheritance

Inheritance is handled slightly differently by the general realms. The most common default is that of Sibola with the eldest boy child inheriting what can be inherited. This is, of course, challenged right now, as the Emperor has no eligible male issue, and the Princess is not interested in suitors.

That last bit may sound odd, but keep in mind that nobility is not an absolute inheritance, as it must always come with the attendant responsibilities.

This was originally structured by the first King, chosen to lead all the people when Sibola was built. There was no Divine Right to Rule then. That only came about during the First Interregnum, when King Jails passed away and civil war was likely in seeking the new leader. It was the Faded Emperor who won that struggle, and in so doing set up the consecration of the crown jewels and aspects of the Office of State, though it wasn’t until the New Empire that those same aspects became linked to a single kinfolk.

In Aztlan, it is the designate, though only women can hold any power there. Being forced to choose a single heir has led to much confusion at times, but Aztlan has a Rite of Ascension, that fixes it and must be done each time a new designate is named.

In Durango it is the eldest three, dividing property up as equitably as possible.

Dorado divides among all heirs equally.

Qivira has the Kin as an heir. Everything goes back to the kin, always under the hand of the person who leads the Kin. Qiviran Kins are headed by those who meet the needs of the Kin and are absolutes who then parcel out the aspects of the Kin. They are always both the most marital and the eldest.

Lyonese always has the youngest inherit. It is seen as their rightful gain, as the elder heirs are all expected to rise on their own and provide for themselves, but the youngest always has the hardest path.

Akadia has no inheritance. The number of people who inherit magic from a direct progenitor is small enough to be considered insignificant, and so most of the time the possessions go to whomever can claim them against others.

A Gift of History

You receive a package: a carefully wrapped rucksack that contains a small 2 by 3 by 5-inch chest, a crowbar, a craft hammer, three wooden stakes, a set of manacles, a steel mirror, a flask of oil, a tinderbox, and 3 torches.

No, I have no idea who sent it. It just showed up. Could have been from your old Master, or maybe some folks who watched you come into he world from a liminal place, or maybe even some stranger.

You’ve got it now. Didn’t cost you anything.

Make do. Life is expensive.

Trinkets

Trinkets are simple items, lightly touched by a mystery that is very specific to the character. They sometime can become a Focus, or a potent symbol of the character, as well. Trinkets are often carried people in case one of the Gods spots it and places a blessing of some kind on it. The PHB has a table for trinkets on Page 160.

Typical Trinkets

When rolling for a trinket, you can also use these tables, which are designed for a game of this type.

d100

Trinket

d100

Trinket

01–02

A picture you drew as a child of your imaginary friend

51–52

Pallid leather gloves crafted with ivory fingernails

03–04

A lock that opens when blood is dripped in its keyhole

53–54

Dice made from the knuckles of a notorious charlatan

05–06

Clothes stolen from a scarecrow

55–56

A ring of keys for forgotten locks

07–08

A spinning top carved with four faces: happy, sad, wrathful, and dead

57–58

Nails from the coffin of a murderer

09–10

The necklace of a sibling who died on the day you were born

59–60

A key to the family crypt

11–12

A wig from someone executed by beheading

61–62

A bouquet of funerary flowers that always looks and smells fresh

13–14

The unopened letter to you from your dying father

63–64

A switch used to discipline you as a child

15–16

A pocket watch that runs backward for an hour every midnight

65–66

A music box that plays by itself whenever someone holding it dances

17–18

A winter coat stolen from a dying soldier

67–68

A walking cane with an iron ferule that strikes sparks on stone

19–20

A bottle of invisible ink that can only be read at sunset

69–70

A flag from a ship lost at sea

21–22

A wineskin that refills when interred with a dead person for a night

71–72

Porcelain doll’s head that always seems to be looking at you

23–24

A set of silverware used by a king for his last meal

73–74

A wolf’s head wrought in silver that is also a whistle.

25–26

A spyglass that always shows the world suffering a terrible storm

75–76

A small mirror that shows a much older version of the viewer

27–28

A cameo with the profile’s face scratched away

77–78

Small, worn book of children’s nursery rhymes.

29–30

A lantern with a black candle that never runs out and that burns with green flame

79–80

A mummified raven claw

31–32

A teacup from a child’s tea set, stained with blood

81–82

A broken pendent of a silver dragon that’s always cold to the touch

33–34

A little black book that records your dreams, and yours alone, when you sleep

83–84

A small, locked box that quietly hums a lovely melody at night but you always forget it in the morning

35–36

A necklace formed of the interlinked holy symbols of a dozen deities

85–86

An inkwell that makes one a little nauseous when staring at it

37–38

A hangman’s noose that feels heavier than it should

87–88

An old little doll made from a dark, dense wood and missing a hand and a foot

39–40

A birdcage into which small birds fly but once inside never eat or leave

89–90

A black executioner’s hood

41–42

A lepidopterist’s box filled dead moths with skull-like patterns on their wings

91–92

A pouch made of flesh, with a sinew drawstring

43–44

A jar of pickled ghouls’ tongues

93–94

A tiny spool of black thread that never runs out

45–46

The wooden hand of a notorious pirate

95–96

A tiny clockwork figurine of a dancer that’s missing a gear and doesn’t work

47–48

An urn with the ashes of a dead relative

97–98

A black wooden pipe that creates puffs of smoke that look like skulls

49–50

A hand mirror backed with a bronze depiction of a medusa

99–00

A vial of perfume, the scent of which only certain creatures can detect

Now you have a trinket that has something peculiar about it and makes the world a bit more interesting. I wonder what other things you will find.

Goddess of Change, Mystery, Wonder, and Fun
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