Photography by Ben Smith
Character Creation
In order to create a character, each player must spend Experience Points, choose if their character is Monstrous and choose if their character is sponsored by one of the Guilds. Additionally each character should have a backstory, detailing what territory and kingdom within that territory they are from, and what past events might have shaped them into the adventurer they are today. Yours isn’t the life of a ruler, but nor is it the life of a serf. You are an adventurer. Go find your fortune.
A link will be sent to your email after a ticket has been purchased for you to submit your character.
Experience Points
At character creation, each character has four Experience Points to spend on uses of Magic, Faith, Might, Fortitude, Inspiration and Healing.
Each point allows a character to use these abilities once per day. These uses are refreshed each morning. Eg. A character can spend three experience points on Magic and one point on Faith. This allows them to cast three spells and one miracle a day.
Spending experience points can also increase Hit Points. Might, Fortitude and Healing increase Hit Points by one, per experience point spent. Magic and Faith increase Hit Points by one for every two experience points spent on each. Inspiration increases Hit Points by one for putting three experience points into it.
Photography by Karl Eastwood
Magic
Magic can be used to harm, hinder or control. Such powers can be gained from study, origin or some other mystical source.
Photography by Ed Williamson
Inspiration
Through song, speeches or commands, you may inspire others, letting them regain some of their power, gaining a portion of it for yourself.
Edited by Tahlina Borradaile
Faith
Faith can be used to heal and enhance others, using miracles granted by belief in an ideal, a god or some other source.
Photography by Max Wilkins
Fortitude
Relying upon stamina, resilience or willpower, those with Fortitude can toughen their bodies to survive where others would not.
Photography by Max Wilkins
Might
Using precise strikes or brute strength, might can be used to strike a foe with a weapon, with spectacular effect.
Photography by Max Wilkins
Healing
Using ancient techniques, skillfull surgery or herbal remedies, healers can buy the dying more time, fixing their wounds and mending thieir ailments.
Photography by Max Wilkins
The Monstrous
A character can instead choose to play a Monstrous Character. Hidden within you, or perhaps calling from beyond the Realm, is a power that yearns to be unleashed. These include, but should not be limited to monsters such as Werecreatures, Elementals, and Dragon-Kin. Monstrous characters have unique abilities beyond that of a normal character, but also come with their own unique downsides as well, such as a Werewolf's mindless rage upon first transforming.
Monstrous characters also have additional costume requirements and rules.
Photography by Samantha Carrington
The Guilds
There are four Guilds, which operate across The Petty Kingdoms. The Guilds have been active since the time of the Kingdom of the Crown, and they are powerful in their own right. However, each guild takes a neutral stance, preferring to make deals and provide bonuses to others, rather than try to rule themselves.
A character may choose a guild to sponsor them. This is not membership, and in fact, no character can start the game as part of a guild. But be warned, sometimes the guild asks for something back in return…
Scholars Guild - This guild is dedicated to the preservation of the cultures of the Petty Kingdoms, and is based within the King’s Realm. They hold the largest archives of information in the realm within their libraries, and are very interested in keeping it that way.
Characters who choose this guild as their sponsor will start the game with 3 Knowledge Cards.
Shadows Guild - The most roguish guild in the lands, the Shadows guild is where the sneakiest and most cunning members of society sign up to a life of skulking around. They could be assassins, detectives, or gossipmongers, they still work for the greater good of the Realm.
Characters who choose this guild as their sponsor will start the game with 3 Secret Cards.
Adventurer’s Guild - Often found in rowdy taverns, back alley brawls, and mercenary camps, adventurers live and die for the money and the thrills. Whether it be fighting bandits, slaying dragons, or dungeon delving, the Adventurer’s Guild is where the action is at.
Characters who choose this guild as their sponsor will start the game with 3 Treasure Cards.
Crafter’s Guild - Where there are things to be made, there are those who specialise in making them. The most talented crafters across the territories come to share their arts at this guild, whether that be blacksmithing, leatherwork, or baking!
Characters who choose this guild as their sponsor will start the game with 3 Material Cards.