Create Your Adventurer!
Creating a character for Erindor is not about filling in the right boxes, or becoming the perfect hero who already has it all, it starts with a person who feels real.
Someone with flaws, fears, doubts, goals, ambitions, and a past. A home that influenced them, a belief that shaped them, a secret that might haunt them, a loyalty they struggle with, or a reason to step onto a dangerous road.
Adventurers are exceptional characters. They have talents and abilities most people do not have. They may be stronger, faster, unusually resilient, touched by magic, able to speak with spirits, or connected to powers others barely understand. At times, what they do may seem nothing short of miraculous: surviving a battle with a fierce minotaur, healing wounds in an impossibly short time, blessing allies with protective wards, or standing firm when others would fall.
This guide is here to help you build an Adventurer who belongs in the world of Erindor from the start and to help you discover where their unusual talents came from.
You do not need to know every piece of lore before you begin. What matters most is that your character has something to care about, something to fear, and a place in the story we can help grow.
We strongly encourage new Adventurers to choose a clear origin or allegiance. This helps us avoid the feeling of being “the new person standing next to the story” and gives your character immediate ties to the world, the conflict and the people around them.
Your character does not need to be a hero in the classic sense. They may be complex and deeply scarred or enthousiastic and a bit naive, they could be a survivor or someone simply trying to do the right thing in a world where that is rarely simple.
Start with who they are.
The rules, archetype, and details come later.
Next step: Choos your Origin & Allegiance!
This is mostly for “Adventurers” that are making a new character. For our NPC’s (Adversaries & Civilians) we create a character for you, one that fits the ongoing story and setting.