Character Creation

Attributes

Point buy, 20 points!  

Races

In this setting, the natural inhabitants of the Material Plane are all Human, but under the influence of the metaplanes, they have changed to encompass many different races.   Any reasonable race can work, it is just a question of coming up with a place for them in the setting, which is easy enough, just ask! See below for a non-limitative list of races.  

Setting-specific Races

  • Therian: Inhabitants of the capital province of the Therian Empire. Though the Emperor sought to expunge the influence of Axiom from Therian governance, their land is still home ground to several Manifest Zones linked to Axiom. Because of this, Therians have a natural hang towards order and unity, and can form short-lived soul bonds with others to promote understanding and cooperation.
  • Viridian: Humans influenced by The Verdant Expanse. They occupy the "elf" niche within the setting. They are immortal, but suffer from fading memories. Each subculture of Viridian copes with this in their own unique way.
  • Halfblood: Framework race for various "half-" races.
  • Eldryn: "Half-Dryad", more specifically an individual bonded to and transformed by a Dryad.
  • Core Races

  • Dwarf, Gnome, Halfling: No established place in the setting yet. No plans to introduce them at the current time. Not ruling it out but unlikely to bother if left to my own devices, though the racials concerning favoured enemies likely would need to be changed.
  • Elf: Play a Viridian. If the statline is important to you (+2 Dex, +2 Int, -2 Con) play a Viridian of the Urban Scribe subrace, remove the Practised Memory trait and take +2 Dex, +2 Int, -2 Con instead of the normal Viridian statline.
  • Half-Elf, Half-Orc: Play a Halfblood. (Not all Halfblood ancestries were added yet.)
  • Human: Common all over, humans can come from almost anywhere.
  • Notable Expanded Races

  • Aasimars: Humans touched by Axiom, or with angelic blood. More deeply touched by Axiom than Therians are.
  • Tieflings: Humans touched by Pandemonium, or with demonic blood.
  • Classes

    Special setting considerations for playing certain broad class types.  
  • Martial: People swing sword in every setting, you're good.
  • Arcane Magic: The Empire was forged through magicite, and in its wake a boom of arcane education followed. Arcane casters are well-respected, and many education centres exists, most funded and controlled by the Ministries themselves. Magic is not a mysterious force to most commoners, and many mundane professions utilise a little bit of magic in their work. A blacksmith might know a simple cantrip to keep tools sharp and well-maintained, for instance. High level general practitioners of magic are still rare.
  • Divine Magic: Divine Magic is not trusted within the Empire. Gods have been shackled and imprisoned, and their followers labour under many restrictions, or sometimes outright slavery. See Religion in the Empire for details.