A character is more than a set of abilities. They are a promise to the world: a past they carry, a power they question, and a future they refuse to surrender.
Begin with a calling.
The Wayfinder
You read signs in sky, soil, and silence.
The Oathkeeper
You hold a vow when the world asks you to bend.
The Griot
You turn memory into protection, provocation, and possibility.
The Relic-Bearer
You safeguard an object whose history is still unfolding.
Give your story roots.
01
Name what your character protects.
02
Choose the place that taught them to survive.
03
Decide what rumor follows them into every new room.
Use these questions as your first sparks; the table will help turn them into flame.
A world becomes real when someone answers it.
Take your traveler into the lands, factions, mysteries, and encounters waiting beyond the next threshold.