Character Creation

After their first night of play, each participant must create their own character to continue adventuring in the world of Wizards and Warlords. Players are welcome to create as many characters as they like, each with their own name, class, company, and backstory.

However, the following rules apply:

  • One Character per Game: For each weekly game session, players must nominate which character they are playing as, before the game begins.

  • Long-Form Events: For any extended event (including full-day games, weekend events, or week-long campaigns), players may only select one character to play for the entire duration of that event.

  • Separate Progress Tracking: Each character has their own individual Reputation, Coppers, and any Treasures or Items, which are recorded separately and cannot be shared or transferred between characters.

Choose wisely, your reputation, alliances, and rewards will be tied to the character you bring into play.

Creating Your Character

To create a character, follow these steps:

1. Choose Your Race:
Begin by selecting your character’s race. Each race comes with unique traits, cultural backgrounds, and potential roleplay advantages. Some races may include subraces or bloodlines that must also be chosen during this step, further defining your character’s heritage and identity.

2. Check Available Classes:
Not all classes are available to all races. Some races have limitations or preferences that restrict access to certain classes. Additionally, specific subraces or bloodlines may have different class options than others within the same race.

3. Select Your Spells (if applicable):

Once you have chosen your race and class, you may select any spells available to your class. Using the spell points granted by your class,and in some cases, your race, you can choose from the available spell list.

Once selected, your spells are locked in and cannot be changed, so choose carefully.

4. Name and Backstory:
Choose a name for your character. If you wish, you may also write a short backstory explaining why your character has come to the Free City of Tanyth. This is optional, but it can help shape your roleplay and interactions with others.

5. Start as a Mercenary:
You may begin your journey as an independent mercenary. Once you're ready, or when the opportunity arises, you can choose to join a Company, a faction of like-minded individuals working under the influence of mysterious benefactors.

And that’s it! You’ve created a character for Wizards and Warlords. Your journey in the Free City of Tanyth awaits. Prepare for danger, intrigue, and adventure.

Races

When creating your character, you must first choose a race. Many races include subraces or bloodlines that further define your heritage, abilities, and potential class choices. Some may have class restrictions or unique cultural traits

Humans

Diverse and adaptable, humans are found across the world in various cultures and nations.

Costume Requirements: None

Special Abilities: None

Subcultures include:

  • The Arcane Federation – Secretive and steeped in magic

    • May only choose from Alchemist/Artificer, Battle Mage, Sorcerer, Arcane Assassin

  • The Kingdom of Valendor – Noble, structured, and powerful

    • May choose any class except Barbarian, Savage Archer, Shaman, Prophet

  • The Thalkir – Fierce seafaring clans from the frozen north

    • May choose any class except Savage Archer, Shaman, Prophet,

  • The Tengri-kharn – Steppe-born warriors and sky lords

    • May choose any class except Barbarian, Savage Archer, Shaman, Prophet, Druid

  • The Salhichin - Grass Sea Nomads and wandering tribes of the open plains

May only choose from Barbarian, Savage Archer, Shaman, Prophet

Orcs and Goblins

Fierce, fiery, and resilient, the Orcs and Goblins are known for their courage, unity, and raw power. Whether building clans in the wilderness or forging paths through cities and battlefields, they are defined by strength, loyalty, and adaptability.

Though often grouped together, Orcs and Goblins each contribute differently to their shared legacy. Orcs tend to be larger, more physically dominant, while Goblins are clever, cunning, and resourceful, masters of invention, sabotage, and surprise.

Costume Requirements: Full mask (+1 bonus HP) or facial prosthetics

Special Abilities: None

Subcultures include:

  • The Civilized Orcs - Over generations, they have learned the customs and trades of settled life, becoming blacksmiths, soldiers, laborers, and even scholars.

    • May choose any class except Paladin, Barbarian, Savage Archer, Shaman, Prophet

  • The Wilder Orcs - Wilder Orcs embrace the old ways, roaming the wilds as hunters, raiders, and survivalists.

May only choose from Barbarian, Savage Archer, Shaman, Prophet

The Dworn

Stalwart, earthbound people of ancient craftsmanship and tradition, the Dworn are known for their resilience, discipline, and deep-rooted connection to the land. From mountain halls to coastal strongholds, their clans have shaped the world of Tymora with stone, steel, and enduring will.

Costume Requirements: Braided beards or adorned braided hair

Special Abilities:

  • +1 spell point to all Wizard classes, except Artificers and Alchemists

  • +3 spell points to Artificers and Alchemists
    This reflects the Dworn’s affinity for structured, enduring magic and their natural talent in the crafting arts.

Subcultures include:

  • Stonehearth Clan – Masters of masonry and architecture.

  • Ironroot Clan –  Renowned smiths and metalworkers.

  • Deepdelver Clan –  Expert miners and prospectors.

  • Wavebreaker Clan – Bold seafarers and shipwrights.

  • Flamebearer Clan – Fierce warriors and defenders of the Dwornish realms.

  • Runekeeper Clan – Keepers of arcane lore and ancient enchantments.

  • Hearthwarden Clan – Farmers, brewers, and stewards of the land.

May choose any class except Barbarian, Savage Archer, Shaman, Prophet

The Scions

Divine-born successors created for a higher purpose, the Scions were shaped by the gods as inheritors of a radiant legacy. Their forms are luminous, their presence inspiring, and their souls bound to the echoes of a forgotten divine order. But though they share a common origin, the Scions have diverged in how they interpret their sacred mission.

Costume Requirements: Tapered elongated ears

Special Abilities:

  • +2 spell points to all classes

Subcultures include:

  • Order of Harmony - Stewards of structure and governors of civilization. They value law, balance, and enduring systems of order.

  • Order of the Urbanites -They believe true purpose lies not in ivory towers, but in shared lives, lived loudly and well.

  • Order of Masks - Survivors, paranoids, and quiet warriors.

  • Order of Nomads - Wanderers, sailors, and seekers of wonder.

  • Order of Burials - Grave tenders and keepers of memory.

  • Order of Eternal War - Forged for a war that ended long ago, so thoroughly erased from history that even its enemy has no name.

May choose any class except Barbarian, Savage Archer, Shaman, Prophet or Paladin

The Forsaken

Fallen Scions, exiled and broken, the Forsaken are remnants of a once-divine legacy now cast into shadow. Shunned by their creators and abandoned by their kin, they walk the world burdened by purpose and pain. Each Forsaken must choose their path, whether to seek redemption, vengeance, or simply to survive.

Costume Requirements: Tapered elongated ears

Special Abilities:

  • +2 spell points to all classes

Subcultures include:

  • The Seekers of Forgiveness – Their path is the hardest: one of diplomacy, compassion, and self-sacrifice. They hope to restore what was broken, even if it costs them everything.

  • The Seekers of Vengeance –  They reject pity and peace, embracing fury and strength. To them, the only justice is to destroy those who turned their backs and to carve a new legacy from blood and fire.

  • The Seekers of Secrecy – The Seekers of Secrecy believe there is no redemption, no revenge, and no salvation, only survival.

May choose any class except Barbarian, Savage Archer, Shaman, Prophet, or Paladin

The Konganese

Intelligent, ape-like beings with strength, discipline, and a deep-rooted sense of tradition. The Konganese live in close-knit communities governed by respect, honour, and ancestral wisdom. Their powerful forms and sharp minds make them formidable allies and dangerous enemies.

Costume Requirements: Simian/ape-like Full mask (+1 bonus HP) or facial prosthetics

Special Abilities: None

Subcultures include:

  • The N’Thari – Lean, agile, and lightning-fast, the N’Thari are unmatched in speed, balance, and coordination.

    • May choose any class except Barbarian, Paladin, Savage Archer, Shaman, Prophet, Arcane Assassin

  • The Ombanu – Slightly smaller in stature, the Ombanu are known for their observant eyes and sharp intellects.

    • May choose any class except Barbarian, Paladin, Savage Archer, Shaman, Prophet, Arcane Assassin

  • The Mok’Zan – Towering and broad-shouldered, the Mok’Zan are the strongest of the Konganese.

May only choose from Barbarian, Savage Archer, Shaman, Prophet

The Kir'Ko

Avian humanoids with strong elemental ties and agile minds, the Kir’Ko are a people shaped by the sky, the wind, and the memory of ancient empires. Their wings, feathers, and piercing eyes mark them as beings born to soar—though each bloodline has chosen a different path in how they embrace their heritage.

Costume Requirements: Avian Full mask (+1 bonus HP) or facial prosthetics & feathers

Special Abilities: Free Mage Walk spell

Subcultures include:

  • The Tirkin – The most primal and free-spirited of the Kir’Ko, the Tirkin live in harmony with the open sky.

  • The Karuna – Social, ambitious, and outward-looking, the Karuna thrive in the bustling cities, markets, and trade routes of the world.

  • The Razorwing – The most feared and ruthless of the Kir’Ko, the Razorwings have embraced their predatory instincts.

    • May choose any class except Barbarian, Savage Archer, Shaman, Prophet, or Paladin

The Deschani

Feline people of grace, instinct, and hunter’s pride, the Deschani are a diverse and agile race shaped by the lands they call home. Known for their keen senses, fluid movement, and strong cultural traditions, they walk the line between civilization and the wild.

Costume Requirements: Feline Full mask (+1 bonus HP) or facial prosthetics

Special Abilities:

  • Saen: +1 spell point to wizard classes

  • Garlu: +1 spell point to priest classes

Subcultures include:

  • The Garlu – Compensate for their lack of strength with sharp minds, adaptability, and relentless ambition.

  • The Saen – They follow strong spiritual traditions and are often mistaken for forest, desert, or mountain spirits.

    • May choose any class except Barbarian, Paladin, Savage Archer, Shaman, Prophet

  • The Timur – Are proud warriors and natural leaders, known for their resilience, discipline, and deep respect for trial and tradition.

May only choose from Barbarian, Savage Archer, Shaman, Prophet

The Fey Folk

Unpredictable, otherworldly, and wild in nature, the Fey Folk are as varied as the natural world itself. Often whimsical or eerie, they are deeply tied to the elemental forces of Carcer. Their appearances and behaviours can shift as easily as the seasons, making them some of the most enigmatic beings in the world ofWizards and Warlords.

Costume Requirements: Must have visible non-human feature (horns, ears, etc.) May have a full mask (+1 bonus HP) or facial prosthetics

Special Abilities: +1 spell point to all classes

Subcultures include:

  • The Sunfed – Radiant and vibrant, the Sunfed embody the raw beauty of untamed nature. They often bear traits of fungi or plants, glowing spores, bark-like skin, or vine-wrapped limbs, and shift easily between serene grace and wild fury.

  • The Hive – Insect-like in both appearance and behaviour, the Hive are aloof and enigmatic. They often possess traits such as dragonfly or butterfly wings, chitinous limbs, or shell-like carapaces. Their speech and mannerisms can feel strange to others, hinting at a communal or alien mindset.

    • May choose any class except Barbarian, Paladin, Savage Archer, Shaman, Prophet

  • The Grey – Towering and imposing, the Grey are Fey Folk who defy easy classification. They are often misunderstood, feared, or revered for their sheer presence. Their forms are wild, elemental, and powerful, beings that seem caught between myth and nightmare.

  • The Chimeras – True children of chaos, Chimeras are hybrids born of many beasts and strange magics. No two are alike, and they may combine wings, horns, claws, fur, feathers, or more. Their unpredictable nature makes them both fascinating and dangerous, even among the Fey.

May only choose from Barbarian, Savage Archer, Shaman, Prophet

The Draken

The Draken, or Dragon Men, are a race of reptilian beings that thrive in harsh and unforgiving environments, from the blistering deserts to the shadowed jungles and volcanic wastelands. Their name comes from their resemblance to dragons, though they are not true draconic beings. Instead, they are more closely related to the giant lizards of Tymora.

Costume Requirements:: Lizard-like Full mask (+1 bonus HP) or facial prosthetics, Tail (+1 bonus HP, Draklings only)

Special Abilities: None

Subcultures include:

  • Drakelings – Natural warriors, enforcers, and warlords. Many lead warbands, serve as personal bodyguards, or fight as elite shock troops.

    • Bone Clan Draklings: May only choose from Barbarian, Savage Archer, Shaman, Prophet

    • Drakhalis Drakling: May only choose from Barbarian, Savage Archer, Shaman, Prophet, Paladin

  • Wyrmlings - Resourceful survivors, able to blend into various cultures and thrive in diverse environments

May choose any class except Barbarian, Savage Archer, Shaman, Prophet