Character Creation

“The Blessed City Under Bane”

Rules, Regulations, and Safety


A few things:

  • You were evil. Likely VERY evil until rather recently when you had a “moment”. Something occurred to make you realize that the tyranny, the suffering, and the hunts are all wrong. Sadly, these heretical thoughts are, considered, well, highly illegal. If anyone notes your discrepancy, they may report you for being “afflicted” or insane. If you are lucky, you are a simple heretic who can be “cleansed” of taint.
  • Everyone starts as a knight for free. You must be noble, even if not acting as one (incognito) typically. You spend points to be more important.
  • Races are restricted, look below for costing. Humans are the most common and tieflings are held in high esteem. “Bane’s children they are.”
  • Faiths are… likely to be warped, at best.
  • Remember, this city has minimal contact with the outside world. Bane, the God of Tyrants has a powerful following here; sedition can equal execution. Knowledge of the outside can equal torment, cleansing, then possible execution, so be careful with your skills.


So, you have your character, stats, skills, background, race, and class. Awesome. Why are you getting points? These are ways to give yourself influence, power, and access to rarer things like obscure races!

You will have 10 points.

Pick whatever you want for influences! These are things like wealth, favor with a group, allies, and membership in some hidden group, a safe house, etc. Anything that has a plot or character advantage, this is yours to define.

Humans will be the only unlimited race. Of those races allowed by the books, only two of the following is permitted without repeats: Elf, Dwarf, Half-elf, Tiefling, or Dragonborn.
In other words, no doubles on races in the party except human, and no more than two non-humans.
Rare races will cost you, for a variety of reasons, 80% which are hidden (Well, were hidden…).
Human: 0
Elf: 3
Dwarf: 2
Tiefling: 2
Dragonborn: 3
Half-Elf: 2
Custom (like ½ orc): X

Duke/Duchess: X
Marquis/Marchioness: X
Earl/Countess: 9
Baron/Baroness: 3
Baronet/Baronete: 1
Knight/Dame: 0

Once we decide if we are rolling or using some form of stat array, you can then augment your character using points as well.

Stats: 1:1 until 16.
Feats: 2:1 most likely. I’ll check on this, but probably.
Skill or Tool Proficiency: 1 point

Recently, a priest of Bane with a … crisis of faith tries to adapt to his new-found understanding of the world. This tiefling, a blessed childe of The Tyrant, is a Baron and some fluid money. He is a well-known Baronet with some power among the local militia.
A Baronet (1) Tiefling (2) of House Goffe. He is moderately wealthy (Wealth 2) and has some sway over the militia (Influence: Militia 2). The baronet is a skilled combatant, taking a feat (Like polearm master) and skill proficiency: Arcana to show his knowledge of mage hunting.

Knowing the City

Magic is… complicated in the City. Magic belongs to the Houses and they have their rights over each school. Illusion is still considered the way of proving your weakness by needing to rely on Cyric’s Way of lies. Only House Traugott, having an avatar in their linage, is strong enough to compensate for such weakness.

If you are a wizard, yay! You can be a legally licensed and house sponsored practitioner of Bane’s power within the city. If you are a cleric, even better! Your displays of faith are obvious enough a license that you don’t need no stinkin badges.

Spontaneous casters, however, have a rougher time. They are constantly tested, checked, and often forced to sign contracts or accept a geas about the magic wield. Occasionally bards are exempt from this, but they are normally of House Traugott.

In Detail:
Bards: Sedition and heresy are very real threats for you. As a caster without a book, you are expected to submit to various check-ups, examinations, and the occasional geas. Isn’t music wonderful? You have a patron with power and influence though (or are one yourself), right?

Sorcerers: The life of a sorcerer is difficult indeed, although it is similar enough to a bard. Sorcerers with Dragon bloodlines are tested early while those demonstrating such power wildly (as opposed to draconic) are put to death. Like a wizard, a sorcerer is typically claimed by a house and shown their schools of magic above all others. When they seek access to other spells from outside their school, they simply get a license.

Warlocks: Here’s the thing about warlocks. It’s hard to PROVE a warlock exists unless they use their power. Making a pact with a known devil is a fine thing to do. The costs, both material for a license, status by showing you needed to do it, and whatever the devil may require of course, are typically far too high for most. The costs for making one with a demon or an unknown power, well… no one knows what happens after the cleansing hoods come.

Wizards: So, magic is powerful. Guilds are downright illegal. There is no tower or academic location for magic. Your house sponsors your education (typically) and you learn spells from the school you specialize in. Sure, cantrips and even most simple first circle spells are fine to trade around and practice with. Upon becoming a specialist however, you are bound to a house’s magical school (evocation for Prendergast, etc.). Getting spells outside your House requires some negotiation but is do-able. Because a guard can simply see your spellbook and know what you are capable of, there is almost no direct oversight… almost. Each house is a bit different here.

Druids: Malar be praised! RAWR! Oh, you are not a Malarite? You must be an exile…

Clerics: Bane, Loviatar, Malar, and Gond are the accepted faiths. Gond comes with a bit of a status hit, but it isn’t heresy, as long as you make items worthy of Bane and his will. Tymora and Beshaba are (at this time), “fine” to follow, but don’t expect much praise except around the gambling halls. Beshaba is more oft aligned to the ideas of the city (donating to give foes misfortune, as I am strong enough not to need good luck), but both are acceptable… almost.
Oh, are you playing a different faith? Yeaaah… well… that’s gonna be really rough. Usually you are executed on sight, if the faith is a notable one. At best, you will be ignored, as long as you don’t cast openly. More likely, you (and those around you) will be subject to an inquisitor’s “line of questioning”.

Just a quick note here, be wary of some of these backgrounds. I’m fine with the core book, the sword coast thing, etc… but many will require some interesting wiggling to fit the world.

Character Creation

The Dark Sun: Falling Star rootsandleaves