The Chronicles of a Dead Empire
Creating a Character
This is the guide to rolling up and creating your character for Chronicles of a Dead Empire (CDE). Please read carefully:
Everyone will roll 4d6 six times, dropping the lowest six rolls. Next, combine the rolls into groups of three. Then place the results into the desired ability scores.
If players wish to bolster up an ability score they can do so by sacrificing points from other ability scores. No ability score can naturally go past 18.
Characters start with full hit points, but roll on the rest their levels. Please refer to House Rules for Campaign for details on hit points for races and classes.
The races allowed for this campaign the Chronicles are as follows:
The classes currently allowed for this campaign the Chronicles are as follows:
(+Only Elves (Sidhe) can become Druids, %Only Humans can be Assassins)
As CDE progresses, I’ll look into expanding the selection of classes available to players. Please go to Class Background Information for more information on how your character became the character they are now.
Allowable Race and Class Combinations
Refer the individual race pages
Starting Money and Available Equipment
Refer the individual race pages
Character backgrounds are completely optional in CDE, although they are encouraged to enhance the roleplaying experience. If a player chooses to write a background, please keep it to a paragraph or two. Any more will be a bit overwhelming. A good angle to write about is the character’s goals in adventuring.
Veric is a former member of the Los town guard, who was originally from Ren. Never one to plant roots in places for too long, he received his training and served a couple years keeping the peace between the simple people of Los and the sailors of the Khzar’s navy who found port there to blow off steam. He has had to draw his sword a few times, but he has never ended a life.
There has been many occasions he has faced down sailors in a mean game of knucklebones and other games of chance. Veric was known to the Captain of the Guard as a creative problem solver who had the best intentions. Hearing the Khzar’s call for companies of adventurers, Veric has been on the look out for any party in need of a trusty sword and a good solution to a problem. Veric isn’t the greedy sort, and he really wants to see more of the world.
A good background will tell me where the player is from, a little about their class experience, and why they’ve taken to adventuring. This helps me to give your player proprietary information, and gives the GM the chance to leverage you in helping me shape areas in the campaign.
There are two bits of information I do require; a personality profile (also see House Rules for Campaign) and a description of a first meeting with other player characters.
The personality profile needs to be built around the character’s class and alignment. It does not need to be deep, only a paragraph. Good angles to take would be to describe the character’s instincts and beliefs.
Veric is a chaotic good fighter that would rather use his brain than his sword. Although a competent swordsman, he values life and only will kill if necessary. He’s been known in the past to use unconventional means to end a fight, either by making his opponents flee or submit. He really enjoys games of chance and negotiating a deal if he wins. But he’s no fool and will get mean if he has to.
A good profile tells the GM how the character will act under pressure, and what his “standard operating procedure” is. Here I can make a judgment if the character is acting within agreed parameters and alignment.
The first meeting description would be a couple sentences that gives the GM an idea of how to set up a situation involving the character.
Veric’s first encounter would be in a Traveler’s Rest (tavern) or a Stay (inn) gaming with some of the locals. He would be using the information to find out if anyone is forming an adventuring company.
This allows the GM to knit together encounters that the players want to start their characters off with.