Character Creation

In the following section one will find the rules and basic information on creating a character.  More detailed information on the game world can be found later in the document.

Steps to creating a character:

Step One: ( Choose a Home Kingdom)

It is important to know what kingdom the character’s home Kingdom so that the player starts to get an idea of where the character came from and what kind of people they have met in their lives so far.  The following is just a quick look at each of the kingdoms of the Isles of the Forgotten King.  Players can find more information in the Kingdoms section in the full rules book.


  • Government: Monarchy ruled by a beloved and just Elven family.
  • Culture: Agrarian society with strong craftsman traditions, most Delbinians are very nationalistic and follow proper etiquette.
  • Population: 60% Elves, 30% Day Elf, 10% Other


  • Government: The Dwarven Empire is lead by a parliament of thanes, every hundred years the group elects the High Thane of the Empire.
  • Culture: Clan based society with very strong craftsman traditions.
  • Population: 100% dwarves


  • Government: Monarchy lead by noble Elven families
  • Culture: In Odesben society wealth and power are the basis for honor. As slaves and women cannot hold either of these things they are are considered to have no honor of their own, but they share in the honor of their families or owners.
  • Population: 70% Elves, 20% Orc, 7% Night Elf, 3% Other


  • Government: A socialist government run by a ruling council made entirely of Diplomat Caste Day Elves, and lead by an Adjudicator elected from within the council.
  • Culture: Druidic society with strong socialists leanings, most Pedearians are very community oriented.
  • Population: 80% Day Elf, 15% Elven, 5% Other


  • Government: Soterios has a monarchy, which is run by five ruling houses: Arrowtree, Slimfiner, Gravden, Neracorn, and Swiftkill. The stronger the house the more influence they have over the country.
  • Culture: Matriarchal society with strong family traditions, most Sotians are very nationalistic and look down on all other kingdoms.
  • Population: 60% Night Elves, 20% Day Elves, 10% Dwarves, 5% Elves, 5% Other


  • Government: The Wildslands is separated into tribes.  There are 20 main tribes within these lands and several smaller groups.
  • Culture: Those who live in the Wildlands have no real common culture.
  • Population: 70% Orc, 20% Elven, 10% Other

Step Two: (Choose a Race)

By choosing a race the player will find out how many skill points they have to spend during character creation.  Each race has 3-6 skill points, with most races having an average of 5.  It is important to know how many skill points the character has before choosing their class.  Some races have multiple types of the race, for those races, the player must choose which type of that race their character will be.  The following section is just a quick look at each race, the player can find further details in the Races section in the full rules book.


  • Skill points: 5
  • Availability: [Currently Unavailable]
  • Personality:
    • Vulpine (Fox)- Vulpines tend to be skittish and watchful.  They are known for a being tricky and having sticky fingers.  Vulpine usually live in small family groups.
    • Saurian (Lizard)- Saurians tend to be shy but curious.  They are known for being cold blooded and ruthless.  Saurians usually live in tribes.
    • Ursine (Bear)- Ursine tend to be loyal but slow to trust.  They are known for their tempers and property damage.  Ursines usually live alone or at most a mother and cubs.
  • Costuming: Must have at least one aspect of the animal related to the beastial (i.e. scales for Saurians, fox ears or tail for Vulpine, Ears or claws for Ursine)


  • Skill points: 5
  • Availability: Uncommon
  • Personality: Dwarves have a clan-based society.  They tend to stay with their own but have been known to leave their communities.  They are known for being vain and distrustful of any who are not dwarves. Tordirn is only city in all the dwarven empire that outsiders are allowed to enter.  Tordirn is located under Delbin.
  • Costuming: Males must have beards.


  • Skill points: 6
  • Availability: Common
  • Personality: The most common personality trait of the Elves is their ability to adapt to the culture around them.
  • Costuming: None

Elves (Day)-

  • Skill points: 5
  • Availability: Common
  • Personality: Day elves tend to worship Mala as the kind mother of creation.  They live in harmony with all the races of the islands, except the night elves.  They tend to think of the community as a whole before they think of themselves.
  • Costuming: Antlers (ivory for the War Caste, red for the Mage Caste, and gold for the Diplomat Caste), and pointed ears.

Elves (Night)-

  • Skill points: 5
  • Availability: [Currently Unavailable]
  • Personality: Night elves tend to worship Mala as the stern matriarch of the wilderness.  Most of the others see the night elves as being dark or evil.  They see themselves as being superior to all other sentient life-forms on the islands.
  • Costuming: Antlers (brown for the Legionnaires, blue for the Invokers, and silver for the Nobles)


  • Skill points: 3
  • Availability:[Currently Unavailable]
  • Personality: The Fae have the shortest life span of all the creatures on the Forgotten Islands.  It is believed that most of them live only a year before fading away into nothingness. It is also said they are made of magic itself.  Fairies are divided into two main groups, Seelie and Unseellie.  Then divided further into what kind of magic they are made from.  Seelie all start with defensive magic, while Unseellie start with offensive magic.  The type of these spells is based on the color of the fae. Red (fire), Blue (water), Orange (logic), Brown (ground), Yellow (air), Black (death), White (life), Green (Plant), Purple (Astral), and Pink (Passion)
  • Costuming: Must either be wearing completely the color of their fairy, or have wings of that color


  • Skill points: 5
  • Availability: Uncommon
  • Personality:
    • Silva- The Silvas are mostly found in Pedear and the Wildlands.  They live in small family groups and can usually be found near some sort of fresh water.  Because of the frail natures they usually stay away from towns and cities where they would be targets for attack.
    • Furvus- The Furvus can be found on most of the islands, but they tend to be a mostly subterranean race.  They are a soft spoken solitary race and usually rather good at hiding.
    • Avium- The Avium almost exclusively found in the deep deserts of Odesben.  They live in tribal groups and travel the deserts looking for food and water.  Made for the harsh climate of the desert they thrive where other perish.  To the “civilized” people of Odesbin they are seen as purely a slave race.  They rarely learn magic or other skills based education.
  • Costuming:
    • Silva- Two different brightly colored petal designs on exposed skin.
    • Furvus- Make up circles of alternating earth tones on exposed skin.  Suggested is clothing that covers all of skin or heavy hooded robes.
    • Avium- Black and green spike designs on exposed skin.


  • Skill points: 5
  • Availability: Uncommon
  • Personality: The Orcs are a strong race that find honor highly important.  Orc tools are somewhat primitive, but they are strong and sturdy as the Orcs themselves.  There are roughly twenty major tribes of Orcs with many smaller clans as well. Orc tribes tend to stay rooted to one area.  They tend to worship the elemental gods or Leneara, Goddess of the Hunt.
  • Costuming: Tribal markings on face, brow prosthetic welcome but not required.

Step Three: (Choose Classes and Paths)

Classes cost between 1 and 4 skill points depending on how powerful they are.  It is important that players use all of their skill points at character creation as any unused skill points go away once the character is played. The following section is just a quick look at each class, the player can find further details in the Class section in the full rules book.


  • Skill Cost: 2
  • Description:
    • Unguilded- Unguilded assassins are those who have chosen to risk doing such dangerous and illegal work alone.  They must be more cunning than their guilded counterparts, because every guild wants them dead.  But they have more freedom than their guilded brothers, because they have no one to listen to but themselves.
    • Silent Blades-The silent blades are an unforgiving group.  It is made perfectly clear that if one either fails in a job or is caught by the authorities, it is preferable to take one’s own life then to give another silent blade the chance to catch up with them.  This guild has a cell structure.  A new recruit only knows the code name of their cell’s leader and how to get messages to that person.  A cell leader knows the names of all the members of their cell and the code name of their division leader.  A division leader knows all of the names of the cell leaders under him, how many in each cell, and the code name of their contact.  This goes on for several more generations until one gets to the guild master.
    •  Malice- This assassins guild has a long and sordid history as poison experts.  The guild is based out of the desert kingdom of Odesben, and some of the higher members even hold prestigious government positions.


  • Skill Cost: 2
  • Description:
    • Berserker- Berserkers are those who can for some reason or another tap the most primal instincts of their race to gain strength and stamina in battle.  Some are born with these abilities while others are cursed or blessed with them later in life.
    • Defender- Trained in the art of protection, they are the shield men who protect the village.  They tend to be selfless and disciplined, since most of their skill goes into the protection of others.
    • Mystic warrior- A Mystic Warrior studies the art of fighting magic and those who wield it.  In a world saturated with magic these warriors are not looked upon with favor.  Those who begin the study of this art usually have a very good reason to turn their back on the rest of society.
    • Paladin- Paladins are the chosen warriors of their gods.  Slightly different than priests they are gifted with skills that help them to fight their gods enemies.  Like priests they must strictly abide by their gods dogma or risk losing these abilities.
    • Rangers- A Ranger is someone who has learned to survive in the wilderness alone.  They can live off the land.  Some do this to protect the wild, others learn to explore the deep forests, and still others simply learn so they may make a living at hunting the beasts that roam the islands.
    • Sailor- Sailors are those who work best on the sea.  All of them know how to man a ship.  Some learned their skills in the navy, or on a merchant ship, others learned their skills in less legal conditions.  Their fighting style tends to be agile but crude.
    • Specialist- A specialist is someone who has spent his or her entire life studying and perfecting the use of one weapon.  This discipline takes someone of intense focus.


  • Skill Cost: 4
  • Description:
    • Unguilded- Those skilled in the use of magic that do not belong to a guild.  They are as different from each other as any two strangers.
    • Bringers of logic- This guild believes that Orange or Logic magic is the purest color in the spectrum, which is why they study it strictly and exclusively.  They are also the only order in which it is mandatory that their members carry a spell book.
    • Brotherhood of the Mighty Fist- These magi are really nothing more than mercenaries with spells.  There are those with a code of honor but for the most part they will use their abilities for the highest bidder.  They are one of the youngest orders.
    • Children of the Divine Truth- All within this order have lost touch with reality.  They all specialize in a whole court of magic, but not all in the same one.  At first look they do not seem like a cohesive group.  But when one looks closer it is seen that they often work together for a common purpose, even if that purpose makes no sense to onlookers.
    • Daughters of The Grave- It is said that this order originated in Odesben where women do not have much power over their own lives.  The head of the order is said to be the same woman who founded it over three hundred years ago.  This order is completely female, and is known to practice necromantic magic.
    • Guild of the Sacred Dance- This is a nomadic mage order that most other magi shun as a savage throwback of a barbaric time.  Originally from the Wildlands, they still have a large presence there.  They are also closer to a family or tribe than an actual order.  It is hard for outsides to gain entrance into this order, but it has been done.  They speak no words of power while casting their spell, but instead tattoo these words onto their skin.
    • Order of the Shining Light- Said to be one of the oldest orders still active on the islands.  There are rumors this order predates the Forgotten King and that they alone know his name.  They are collectors of information but givers of none.  They are especially good at performing arcane rituals.
    • Order of the Unyielding Line- The royal mage guild of Delbin.  They are called peacekeepers but most truly see them as oppressive bully.  Disliked by most but obeyed and respected by all just the same, at least to their faces.
    • Seekers of Lost Knowledge- Unlike most guilds this one is rather open with their knowledge.  They are the only order that freely teaches their magic to others.  The only thing they are not completely up front with is a mysterious mission they all are said to be on.  The order will not reveal what they are looking for or trying to do.
    • The Guardians- This group can only be called a guild in the loosest sense of the word.  They do not gather together, but have a common goal to protect those places that are still wild.  They do not like civilization and it is said they keep the company of plants and animals of all kinds.

Dry Mages-

  • Skill Cost: 2
  • Description: These are magi who have not yet learned to control their abilities yet.


  • Skill Cost: 3
  • Description:
    • Mala- Mother of the gods, for most of the islands she is considered caring and benevolent. In Sonterios she is the strict matriarch who cares about strength above compassion. She is the Goddess of the earth and of life. She is almost always seen as an old woman looking over the world.
    • Pernus- First child of Mala he is the god of air and weather. Usually seen as a child with bright yellow eyes. Unruly when he doesn’t get his way and sweet and kind when he does.
    • Freya-  Freya is the woman they spoke of when they said, “Hell has no fury, like a woman scorned”.  She is the goddess of fire and destruction, and tends to be a bit temperamental.  It is said she is also one of the most seductive of women when she wishes to be.  This goddess is seen as a beautiful woman, with dark hair and red eyes.
    • Nen- Nen is the god of water and decay.  To some he brings life, but to others he is the harbinger of death.  He appears as either a wise bare-footed old man, whose footprints fill with water or as a sinister litch that brings death with a  wave of his hand..
    • Marcus- Marcus is the god of the moon, darkness, and magic .  Much to his dismay he is the twin brother of Solice.  He is the creator of The Storm.  Seen as evil by all cultures of the isles, they must respect him nonetheless.  Any country that outlaws his priesthood finds The Storm quite unreliable around their lands.  He is always seen as a mage shrouded in darkness.
    • Solice- Solice is the god of the sun, light, and justice.  Much to his dismay he is the twin brother of Marcus.  He believes in the unwavering pursuit to banish evil and darkness from the world. He is seen as a shining paladin in golden armor.
    • Lillia- is the goddess of love and the stars.  Some cultures see her as the innocent maiden that Marcus stole away from his brother in the night.  Others see her as the harlot that seduced both brothers for her own ends.  She is always depicted as a beautiful young woman.
    • Draxuz- Draxus is the god of order.  He is strict and uncompromising.  He is a neutral god, supporting whoever is the most disciplined.  It is said that he was once an golem made by Thurn, and when he is depicted it is always in that form.
    • Chaos- The chaos god has no name; or rather it has too many names to count.  Chaos is just that, chaotic.  It never seems to appear in the same shape twice, or use the same name.  It has no temples because its priesthood has no organization for obvious reasons.
    • Adaly- Adaly is the goddess of war and wisdom.  Her followers tend to be leaders and generals.  She is considered a neutral goddess because she tends to have followers on both sides of every battle.  She is usually depicted as an old hag holding the crown of Forgotten King.
    • Thurn- Thurn is the god of mortal’s cunning; he is the one the inventor worships for inspiration.  His domains are smithing, alchemy and building.  He is usually depicted as a dwarf working in his forge.
    • The Ladies- The Ladies are the twin goddesses of balance of good and evil, life and death.  They are almost always worshiped together, respecting each other and living in harmony.  Some zealous factions of both the day elves and the night elves worship them separately.  They are usually depicted as twins, one dressed in all black, one in all white.
    • Civan- He is the god of vengeance in all its forms, from righteous anger, to underhanded treachery.  He tends to be very single minded when he has a goal. He is usually depicted as a handsome man in dark armor, brooding over his next plot.
    • Natara- Natara is the goddess of trickery and lies.  Respecting cunning above all else, she is mostly worshiped by thieves and assassins. Though she is always depicted as female she wears whatever face suits her purposes that day. Most cultures have outlawed her worship.
    • Leneara- Leneara is the goddess of predators.  She is a hunter, wild and free as the beasts.  As the rest of the gods have their place in the heavens, she is said to spend most of her time on the land.  She is usually depicted as an Orcish woman with cat’s eyes.


  • Skill Cost: 1
  • Description:
    • Linguist- A linguist is someone who is accomplished in several languages beyond their native tongue.  They are someone who specializes in the study of language.  Linguists can learn new languages more easily than those who do not study language.
    • Alchemist – Those skilled in the crafting and application of science.


  • Skill Cost: 1
  • Description:
    • Battle Smith- A battle smith is someone who knows how to make and repair armor and weapons.  There are three categories these crafts are split into; weapons, metal armor, and leather.  At character creation a battle smith starts out as a journeyman in one of these categories a novice in another, and an apprentice in the third.
    • Metallurgist- A Metallurgist starts game knowing how to make three low level kinds of alloys, after these initial three the metallurgist only learns at the rate at which he goes out and looks for new concoctions.  After the character knows how to make ten different alloys, he is skilled enough to learn from just having a piece of the metal to experiment with.


  • Skill Cost: 2
  • Description:
    • Cutpurse- Cutpurses are not just those who steal what is not theirs.  Any thug can do that.  They are true thieves that have a set of skills that allow them to steal without being caught.  Most towns and cities have a thief’s guild but as of yet none have gained power beyond the borders of their village or city.
    • Spy- The men and women of this profession are those can go completely unnoticed in a crowd.  They are the ones you can slip between the cracks of any security undetected and find the information their employers desire.  Many of them work for one of the kingdoms of the isles, but some are free lance and will work for the highest bidder.
    • Con man- Con men are the masters of deception and glib.  They use their silver tongues to convince others to do things they normally wouldn’t or to give in to deals that are usually too good to be true.  It’s said that an expert con man can talk the queen out of her knickers.

Unlinked- [Currently Unavailable]

  • Skill Cost: 3
  • Description:
    • The Mender- Those with the natural ability to heal and take pain from another are known as Menders. Due to the way their abilities work it is rare to see a Mender harm another living creature.  Any pain felt by a living being within 20 feet of the Mender is also felt by the Mender themselves.
    • The Witness-  Those with the abilities known as “The Witness” can perceive the world far beyond the average person.  They are racked with visions of past, present, and future.
    • The Blade- The Blade are those with this ability to use their power in battle, they almost seem like magi on occasion to the untrained eye.  They have the ability to protect as well as destroy which makes them they most feared of all the Unlinked.

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