Final Steps
Now that a general overview of how the game is played from a mechanics-and-process perspective, it is time to return to the finalizing of the character. At the start of the Basic Mechanics section, it was mentioned that the next steps to finish the character was to define what skills he or she has. However, the other part of that explanation was that many of the starting skills would be based upon one’s background and upbringing. This is what will be examined next.
Paideia
The word “paideia” is just a fancy term from Ancient Greece that means education or upbringing to fit with one’s station. Thus, it is the perfect word, albeit a bit archaic, to describe this part of the character-creation process. This is where the player determines what happened during the character’s growing-up years, what he or she learned during that time, and what significant development happened in that period of life.
To determine what happened, a small base of back story has to be decided. Often the GM will not need to be involved, assuming it is nothing crazy like choosing being created from the blood of Titania, Queen of the Fey, exchanged for a soul-trapped demon to a greater kami of weather, who entrusted the child to the Lord of the Cloud Giants to raise. This step is essentially deciding who the parents were and maybe the siblings, what size of city in which they lived -- or that it was a pirate vessel, or so on. Of course, if a player wants a little unusual childhood, that player should work with the GM.
Once understanding the early environment and roles involved, then look up how many cultural points were granted for the species selection. These points are akin to money for purchasing skills acquired in early life and one’s species in the price tag. This said, just because the character is one species doesn't mean the culture of one’s youth is the same. Elfin families do live in human cities. An equirda might have been orphaned and raised by nhoblits. However, if as part of the character’s history, these are different, the work with the GM to decide which species cost to use: the nature or the nurture.
To clarify, a dwarf raised in a traditional subterranean dwarven city means there is no question that the “Dwarven Cost” will be used when selecting skills for the history. However, if that same dwarf were found and adopted by gnomes, then the GM could rule that the “Gnome Cost” should be used instead. The exception is an orkane character. An orkane will have access to the culture from where one was raised, however, due to social prejudices against a bastard child, the cost listed for an orkane will always be used instead of the standard price, which in some cases will be cheaper; i.e., the orkane was pushed towards a stereotype, such as fighting or to be a laborer.
Stated above it was suggested that the player consult with the GM. That is not just the case for odd back stories because the GM may award up to an extra 400 cultural points due to socio-economic class or perhaps because the family is part of a guild. These points could come with conditions stated by the GM such as “Skill X must be acquired to gain these bonus points,” based on whatever the GM discerns relevant from the history.
Skills can be selected at the attributed cost. Then whatever that cost is, it is taken from a running total of those cultural points. This continues until reaching zero or no more skills can be bought with the points remaining. Also, some skills will have requirements, which means the sub-attributes for the created character must conform to those requirement otherwise the skill could not have been acquired during childhood. Further, the skills obtained here may have requirements later in game play; however, during the selection from paideia, the skill can be acquired even if not meeting those prerequisites needed later after joining the game story.
If the species cost is listed as “R” then it is restricted and unavailable. This is true whether it is the child’s species or if it is the culture used for the cost. Further, if a species has a trait that acts like one of these skills, it would not need to be acquired here but could be at the lowest price. In other words, if a woodland elf, having the weapon intuition trait with a spear, wanted to select melee combat, then rather than the normal cost of 400 culture points, it could be obtained for only 300.
Do not forget that humans have the diversity trait. This trait is specific for selecting skills from childhood, and it allows a human character the option to purchase these cultural skills at the lowest price point available. This is why one will note “Human Cost” is never listed.
Lastly, a quick statement on languages. Every character has fluency in one’s species culture (or starting culture if different); however, literacy is not a given. If one's character must be able to read and write, then 100 points must be used to gain this additional part of the native language skill. Additional languages can be bought in this step with fluency costing 100 points, then one must spend an additional 200 points to gain literacy in the newly acquired language. To be clear, literacy cannot be learned first. Finally, one's Logic score determines the number of total languages that can be known from childhood with the default of two languages with the determining values beyond that. To be able to learn a third, one must have a minimum of a 12 Logic score.
Skills Gained From Upbringing
Bonuses involving physical Actions Requires min 10 Body score | Point Cost: | 300 |
Dwarven Cost: | R |
Equirda Cost: | 200 |
Nhoblit Cost: | 200 |
Pass oneself off as different person | Point Cost: | 300 |
Elfin Cost: | 200 |
Equirda Cost: | R |
Orkane Cost: | R |
Planting, Harvesting, Cultivating Food | Point Cost: | 200 |
Increased awareness in a particular terrain Requires min 10 Perception score | Point Cost: | 300 |
Selective crossing of domestic animals | Point Cost: | 200 |
Condition a specific animal species to follow basic commands | Point Cost: | 300 |
Orkane Cost: | R |
Jen’esse Cost: | R |
Forge Metal Armor Requires min 9 Strength score | Point Cost: | 300 |
Dwarven Cost: | 200 |
Tattooing, Piercing, Scarification Requires min 10 Muse score | Point Cost: | 200 |
Firing or baking ceramics | Point Cost: | 200 |
Charcoal, ink, pastel, and pencil Requires min 9 Muse score | Point Cost: | 200 |
Elfin Cost: | 100 |
Gnome Cost: | 100 |
Create pleasing building interiors | Point Cost: | 300 |
Nhoblit Cost: | 200 |
Painting on paper, canvas, or a wall, with tempera, oil-based paint, etc Requires min 9 Muse score | Point Cost: | 200 |
Elfin Cost: | 100 |
Nhoblit Cost: | 100 |
Three-dimensional art from ivory, stone, or soft metals Requires min 10 Muse score | Point Cost: | 200 |
Gnome Cost: | 100 |
Sense of Direction, Foretelling Requires min 9 Logic score | Point Cost: | 200 |
Jzaka Cost: | 100 |
Lower Costs, Increase Sales | Point Cost: | 200 |
Gnome Cost: | 100 |
Orkane Cost: | 300 |
Create Holy Philters Requires some sort of clergy association | Point Cost: | 300 |
Gryf Cost: | 200 |
Riding a bicycle over long distances Requires min 9 Agility score | Point Cost: | 300 |
Dwarven Cost: | R |
Equirda Cost: | R |
Gnome Cost: | 200 |
Construct Bows and Arrows Requires min 9 Agility score | Point Cost: | 200 |
Elfin Cost: | 100 |
Equirda Cost: | 100 |
Gnome Cost: | 200 |
Craft Beers and Ales | Point Cost: | 300 |
Dwarven Cost: | 200 |
Triton Cost: | 500 |
Wood Structures | Point Cost: | 200 |
Batfolk Cost: | 100 |
Elfin Cost: | 100 |
Read, Decipher Maps Requires Literacy | Point Cost: | 300 |
Equirda Cost: | 100 |
Nhoblit Cost: | 200 |
Use of ropes, handles to scale a surface Requires Agility score 10 or higher | Point Cost: | 300 |
Batfolk Cost: | 200 |
Dwarven Cost: | 400 |
Equirda Cost: | R |
Gryf Cost: | 100 |
Jzaka Cost: | 100 |
Forge Iron By Hammering Requires min 10 Strength score | Point Cost: | 300 |
Batfolk Cost: | R |
Dwarven Cost: | 200 |
Jen’esse Cost: | 200 |
Nhoblit Cost: | R |
Fighting with melee weapons | Point Cost: | 400 |
Dwarven Cost: | 300 |
Jen’esse Cost: | 300 |
Orkane Cost: | 300 |
Fighting with melee weapons | Point Cost: | 400 |
Elfin Cost: | 300 |
Equirda Cost: | 300 |
Orkane Cost: | 300 |
Triton Cost: | 500 |
Removes shield restrictions | Point Cost: | 400 |
Dwarven Cost: | 300 |
Orkane Cost: | 300 |
Grappling and striking | Point Cost: | 300 |
Batfolk Cost: | 200 |
Orkane Cost: | 200 |
Triton Cost: | 200 |
Cook and prepare food | Point Cost: | 200 |
Elfin Cost: | 100 |
Nhoblit Cost: | 100 |
Triton Cost: | 300 |
Bonus for Spiritual Defenses Requires min 10 Spirit score | Point Cost: | 300 |
Connection to Deity Requires Literacy Requires min 10 Faith score | Point Cost: | 400 |
Hunt small game with a trained hawk. Requires Hunting | Point Cost: | 400 |
Dwarven Cost: | R |
Equirda Cost: | 300 |
Jen’esse Cost: | R |
Triton Cost: | R |
Horseshoeing Requires min 9 Strength score | Point Cost: | 200 |
Gnome Cost: | 300 |
Gryf Cost: | 300 |
Jen’esse Cost: | 400 |
Triton Cost: | R |
Build Fire without Tools | Point Cost: | 200 |
Catch Fish | Point Cost: | 200 |
Gryf Cost: | R |
Triton Cost: | 100 |
Landscaping, small food | Point Cost: | 200 |
Batfolk Cost: | 100 |
Nhoblit Cost: | 500 |
Triton Cost: | 400 |
Risk and Games | Point Cost: | 200 |
Glassworks | Point Cost: | 200 |
Triton Cost: | 300 |
Hunting Game | Point Cost: | 200 |
Elfin Cost: | 100 |
Jen’esse Cost: | 100 |
Jzaka Cost: | 100 |
Orkane Cost: | 100 |
Tie Knots with Proficiency | Point Cost: | 200 |
A new language | Literacy (Native): | 100 |
Fluency: | 100 |
Literacy: | 200 |
Cutting Gems Requires min 9 Agility score | Point Cost: | 400 |
Dwarven Cost: | 300 |
Create Leather, Hide Armor | Point Cost: | 200 |
Batfolk Cost: | 100 |
Urban Government Work Requires Literacy Requires min 9 Judgment score | Point Cost: | 300 |
All Non-Human Cultures: | 400 |
Eavesdrop from a Distance | Point Cost: | 300 |
Building standard locks | Point Cost: | 300 |
Mimic having a key Requires tools to use Requires min 9 Agility score | Point Cost: | 300 |
Study of ancient civilizations Requires Literacy | Point Cost: | 300 |
General information of animals and monsters | Point Cost: | 200 |
Theory of money, markets, and finances Requires Literacy | Point Cost: | 300 |
Recognition of common plants, trees and bushes | Point Cost: | 200 |
Study of topography | Point Cost: | 300 |
Historical knowledge Requires Literacy | Point Cost: | 200 |
Study of the great writings Requires Literacy | Point Cost: | 300 |
Knowledge about the spread and origin of disease Requires Literacy | Point Cost: | 400 |
Identification of rocks and stones | Point Cost: | 200 |
Addition theological information not commonly known | Point Cost: | 200 |
Academic study of magical theory Requires Literacy | Point Cost: | 400 |
Theoretic understanding about cultivation and harvesting grapes for the purpose of wine-making | Point Cost: | 300 |
Elfin Cost: | 200 |
Extract, Build with Stone Requires min 9 Strength score | Point Cost: | 200 |
Basic algebra and geometry Requires Literacy Requires min 9 Logic score | Point Cost: | 200 |
Gnome Cost: | 100 |
Bonus for Mental Defenses Requires min 10 Mind score | Point Cost: | 300 |
Gnome Cost: | 200 |
Ability to produce music from one type of musical instrument
Requires min 9 Muse score | Point Cost: | 300 |
Riding a specific type of mount | Point Cost: | 200 |
Equirda Cost: | R |
Like mountsmanship except with aquatic creatures Requires Swimming | Point Cost: | 500 |
Triton Cost: | 200 |
Load and unload pack animals quickly | Point Cost: | 200 |
Create writing surfaces | Point Cost: | 200 |
Reduces Attacks Requires Combat Training: Melee | Point Cost: | 300 |
Dwarven Cost: | 200 |
Elfin Cost: | 200 |
Jen’esse Cost: | 200 |
Nhoblit Cost: | R |
Orkane Cost: | 200 |
Dowsing for water or oil Requires min 9 Faith score | Point Cost: | 200 |
Sail a Ship, Command Crew | Point Cost: | 300 |
Dwarven Cost: | 500 |
Equirda Cost: | R |
Gnome Cost: | 400 |
Nhoblit Cost: | 400 |
Writing, Calligraphy, Forgery Requires Literacy | Point Cost: | 200 |
Orkane Cost: | 300 |
Deception, Misdirection Requires Agility 9 | Point Cost: | 200 |
Recover Hide, Extract Organs | Point Cost: | 300 |
Ability for Advanced Magic Requires Literacy Requires min 10 Logic score | Point Cost: | 400 |
Grae Elf Cost: | 300 |
Bonus to Exertion Actions Requires min 9 Resilience score | Point Cost: | 200 |
Add +1 to a single sub-attribute score | Point Cost: | 500 |
Ability to Swim | Point Cost: | 200 |
Create Clothing, Armor | Point Cost: | 200 |
Batfolk Cost: | 100 |
Improves Searching | Point Cost: | 300 |
Handle Dangerous Substances Requires min 9 Judgment score | Point Cost: | 400 |
Dirty Tricks | Point Cost: | 400 |
Jen’esse Cost: | 300 |
Orkane Cost: | 300 |
Direction Underground | Point Cost: | 400 |
Batfolk Cost: | 300 |
Dwarven Cost: | 200 |
Forge Metal Weapons Requires min 9 Strength score | Point Cost: | 300 |
Survival in the Wilderness | Point Cost: | 200 |
Elfin Cost: | 100 |
Equirda Cost: | 100 |
Crafting weapons from wood | Point Cost: | 200 |
Equirda Cost: | 100 |
Render Medical Aid | Point Cost: | 300 |
The Summary
The last thing to do to round out the starting character sheet is to summarize the back story. This doesn't need to be 2,000-word essay like the introduction of Beowulf, but it should include the pertinent and needed information about who this character is a how he or she got to this point in life.
If this is a struggle for someone as a player, just know there are numerous tools on the Internet and a simple assistant in the Tools Section of Enchanted Realms.