LOTG Character Creation Guides

Character Creation:
Create one 1st level character using the guidelines and within the restrictions below.

  • STAT points = 75 + 1d6
  • Cannot create a stat >18 before racial bonuses applied
  • Standard book money
  • Everyone gets max HP at 1st level.
  • After competing character setup create your back-story:
  1. You cannot be in-line to inherit any noble title.
  2. If you are a Dwarf you are not a member of a family that controls smelting.
  3. Until a few days before The Wandering happened life was wonderful. Maybe your life wasn't perfect but you were a member of a stable society that did not have any major conflict.
  • Send me your character stats and backstory by Jan 10 and you will receive a family heirloom gift to have with you on your journey

Permitted Races
Human - Civilized:
Classic medieval society with the title passing to the first born child (non-patriarchal). The land is ruled by 1 king with many fiefdoms of varying size. Territory consists of varying terrain from woodlands to plains. Raise a variety of livestock and have the largest cities.
Consider themselves the “Civilized Humans”. Dwarves and Elves just call them Human. The people of the plains tribes call them "Walled In People" or "People of Metal".

Human - Plains Barbarian:
Multiple nomadic family-centered tribes built around the horse and ruled by the strongest patriarch. Strength in battle is prized but is not the sole determining factor for determining leadership. Coups are known to happen, bloody and bloodless. Occasionally wannabe chiefs will lead a group of warriors on raiding parties into the Human and Woodland Elven lands. The Dwarven lands are too rugged and barren to support horse raiders. Coastal Elven lands are too far away making raids almost impossible. Name and honor are very important. Tribal-level battles are known to happen as a result of insults. Both men and women are capable of becoming warriors.

  • Refer to themselves as the “First People”.
  • Are not required to be barbarian class but cannot be sorcerers.
  • Gain +3 ranks in Ride skill."

Elf - General:

  • Life span = 150 years
  • Sleep 8 hours at night like every other race
  • Must be of Good alignment
  • Cannot be Barbarian class

Elf - Coastal
Matriarchal society governed by the Queen/Priestess and a Council of Advisors from the Church. Inhabit the coastal lands and a series of islands. The economy is based on fishing, artistic works, and magic research. They prize knowledge very highly and are known for having great libraries.
Elf - Woodland
Matriarchal theocracy ruled by the High Priestess. This society is the most pious of all races with all major community decisions made with high involvement in prayer and the church. Eastern cities are built in the trees, western cities where herding is common are more conventional. Economy based on fruit & nut trees, livestock, cloth & clothing manufacture, paper and velum manufacture, magical research, and art works.

Dwarf:
Patriarchal society with multiple kingdoms spread among the great northern mountains. They raise oxen and goats with thick hides in the sparse vales. Dwarves control all mining and are the only race capable of purifying hard metals. Smiths of other races can reform and work existing steel but only Dwarves know about of smelting and they rigidly control it. Cities are built into mountains so are partially above and below ground.

  • Life span = 100 years
  • Incapable of magic use so cannot be Mage, Sorcerer, or Bard class

Half-Elf:
It is rare for Human and Elven races to combine but it does happen. Traits from one race or the other will predominate. Elves look at Half-Elves with pity because mortal perfection has been diluted and Civilized Humans view them as a curiosity but neither society excludes them. Half-Elves can integrate into whichever society raises them.

  • Life span = 125 years.
  • If Human side dominate then do not have low light vision.
  • If Elven side dominate then must be of Good alignment.
  • No class restrictions regardless of which race dominates.

Banned Classes
Psionic
Druid


Class Restrictions
Fighter
Hit Dice = d6 + 4
No restrictions; standard book class

Barbarian
Hit Dice = d6 + 6
No restrictions; standard book class

Wizard / Mage
Hit Dice = d4 + 2
No distance transport spells (i.e. teleport) exist but short range spells (i.e. dimension door) are known.
Specialization adds to DC, penetration, & known spells but does not provide additional kita.

Sorcerer
Hit Dice = d6 + 2
A separate Sorcerer class does not exist. It is a secondary, hidden trait to their normal profession.
All societies revere or think it a blessing if a child shows any ability and parents proudly present them so wild magic is extremely rare. Adults who have magic abilities hide them because they will be shamed if found out. Controlling magic is a trained condition Sorcerers have not learned how to meditate to regain kita and only recover it while they sleep.

Bards
Hit Dice = d4 + 2
Mage drop-outs who decide not to pursue another career
Casting ability is INT based like mages
Have learned some control over their magic before leaving

Clerics / Shaman
Hit Dice = d6 + 2
Domains specialization is not necessary and most clerics do not have any. If chosen specialization provides +1 to save DC and +1 to spell penetration but no increase in energy level.

Paladin
Hit Dice = d6 + 4
The class did not exist before The Wandering began so there are no orders or schools for paladin-hood.

Ranger
Hit Dice = d6 + 4
No restrictions; standard book class

Rogue
Hit Dice = d4 + 2
No restrictions; standard book class

Monk
Hit Dice = d6 + 2
Religious order of Coastal Elves but accept applicants from other races.
Monks are a sub-set of cleric and the closest to a paladin before that class existed.
Are able to cast spells at higher levels like Paladins.
Order exists on a large island off the coast.


Arcane Magic
Magic is residual power left over from the creation of the world. Those born with the able to sense it can learn to store and release it as desired.
Those able to wield magic are batteries able to store a certain amount of energy and release it at their discretion.
All arcane magic requires INT to control
The ability to release and regain energy is a learned activity that requires significant training. Without that training there is little ability to control the process.
Energy can be regained through 3 different trained methods:

  • Meditation: Breathing and concentration are focused on the magical energy field of the world. A meditating mage cannot perform any activities or concentrate on any other activities but can sit on a moving cart or horse provided the ride is smooth. Mages can go in and out of meditation as desired. A meditating mage is aware of his surroundings but takes 1d3 rounds refocus his attention to start or come out of meditation.
  • Trance: While sleeping a mage can will himself to enter a trance-like state for a defined amount of time. While in this trance the mage must lie still and cannot be disturbed. Mages in a trance are not aware of activities around them but will wake the same as someone in deep sleep. It takes 2d3 rounds for the mage to refocus after waking.
  • Coma: Experienced mages can enter a coma-like state for a defined period of time in order to maximize focus on regaining magical energy. A mage in this state is oblivious to all external stimuli and cannot be woken. The mage is completely helpless while in the coma state. It takes 1 hour for the mage to emerge from the coma. School Specialization does not enable casting additional spells (energy level is set) but does provide the following benefits:
  1. Must choose 1 school to be neglected in order to specialize
  2. Learn 1 spell of that school at each level
  3. +2 to all Spell Checks for all spells in the chosen school
  4. +1 to DC when casting any spell in the chosen school
  5. +1 to spell penetration when casting spell in the chosen school
  6. Mass transport spells (teleport) are not available but short range (dimension door) are.

Divine Magic
A gift from the gods that allows chosen individuals to tap into their power.
Divine magic mimics the Arcane energy replacement with Light Prayer, Deep Prayer, and Fervor.
Monks are able to cast Divine spells like Paladins.
Choosing a Domain does not provide an increase in the amount of energy available:

  • +2 to all Spell Checks for all spells in the chosen school
  • +1 to DC when casting any spell in the chosen school
  • +1 to spell penetration when casting spell in the chosen school

World Description & Notes
In general the world is very pious with government being highly influenced by religion.
Life in general has been stable for hundreds of years. No one alive has known famine, large natural disasters, or major wars. Those things are stories from history.
The only known races are human, elven, and dwarf. Faerie creatures exist but do not interact with the known races except for playing tricks. Stories of ogres, giants, and goblins exist that adults use to frighten children but no one has ever seen one.
Clerics and Paladins do not serve 1 specific god but are servants of the gods in general.
Temples are not dedicated to one god but have images to all the gods.
Mining and smelting are only done by Dwarves and is rigidly controlled like DeBeers controls diamonds.

  • Because of this large pieces of solid metal are expensive.
  • Objects that require them such as steel shields and plate armor cost 1.5x book rate.

Another group of Human Barbarians exists to the south. This is a tribal society with many internal conflicts that occasionally attacks the other Human races. The Coastal Elven territory also shares a border but there is some limited trade so raids are extremely rare.

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