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Player Resources · Campaign present: 1454 CE

Make a character.Enter the world.

Choose a people, homeland, calling, abilities, skills, feats and equipment—then connect every choice to the histories, powers and dangers of one living mythic Earth.

One clear
creation path
Characters rooted
in a real world
Rules for action,
risk and consequence
Classes, abilities
and equipment

Character creation

Build from identity to equipment.

Begin with who the character is in the world, then add the mechanics that express that identity. Choose the rules edition used by your campaign before selecting numerical options.

Start with a concept. Write one sentence describing what the character does, wants and cannot safely ignore.
Choose a people and heritage. Decide ancestry, family, inherited expectations and the communities that recognise the character.
Choose a homeland. Use a real 1454 region, kingdom, city, road, frontier or hidden magical realm.
Choose a class. Select the training, calling, discipline or supernatural relationship that defines the character’s role.
Set abilities and skills. Make the strongest numbers support the actions the character is expected to attempt in play.
Choose feats and distinctions. Add specialised training, unusual background, cultural practice or long-term ambition.
Equip for the journey. Choose armour, weapons, tools, transport, supplies and possessions that make sense for the homeland.
Create ties and obligations. Name an ally, a rival, a duty, a place worth protecting and one consequence of failure.

Choose the campaign rules

Use one mechanical system at a time.

SpiralWorlds preserves material from several fantasy RPG traditions. The setting is shared, but character numbers, skills, feats, armour values and class features must come from the single system selected by the Games Master.

Primary current system

D&D 5E — 2024

Use sections explicitly marked 5E or 2024. These normally use proficiency bonuses, advantage and disadvantage, saving throws and modern conditions.

  • Do not add skill ranks or Pathfinder class-skill rules.
  • Use the 2024 class progression chosen by the campaign.
  • Use 5E armour, weapon and condition rules.
Supported legacy system

Pathfinder 1E

Use Pathfinder-labelled sections for ranks, class skills, combat manoeuvres, feats, saving throws and equipment statistics.

  • Do not import 5E proficiency or advantage rules.
  • Use Pathfinder prerequisites and action terms.
  • Keep Pathfinder and 3.5 conversions distinct.
Supported legacy system

D&D 3.5

Use the 3.5 or OGC-labelled material for skill ranks, base attack, Fortitude, Reflex and Will saves, feats and older equipment rules.

  • Do not treat Pathfinder revisions as identical.
  • Check prerequisites against the 3.5 rules used.
  • Use conversions only when the page provides them.

Table rule: lore and world history may be shared across systems. Numerical mechanics may not. When a destination page contains several editions, use only the clearly labelled section matching the campaign.

Races and peoples

Choose ancestry without losing individuality.

This section is the Races Overview. A people provides physical inheritance, history, communities and expectations; it never decides a player character’s personality, loyalty or moral choices.

Character classes

Choose training, calling or power.

A class describes how the character acts under pressure. Select the campaign system first, then use only that class page’s matching 5E 2024, Pathfinder 1E or D&D 3.5 mechanics.

Craft and invention

Artificer

Turns disciplined making, devices and magical craft into practical solutions.

Open class →
Primal warrior

Barbarian

Survives through physical force, instinct, endurance and controlled fury.

Open class →
Voice and influence

Bard

Uses performance, memory, social skill and magic to shape people and events.

Open class →
Divine service

Cleric

Receives power through active service to a god, temple and sacred obligation.

Open class →
Land and transformation

Druid

Draws authority from living places, natural cycles and ancient traditions.

Open class →
Martial mastery

Fighter

Develops broad weapon skill, battlefield discipline and deliberate technique.

Open class →
Body and discipline

Monk

Uses rigorous physical and spiritual training to transcend ordinary limits.

Open class →
Sacred oath

Paladin

Binds martial power to a god, oath, lawful cause or demanding moral duty.

Open class →
Wilderness warden

Ranger

Tracks, scouts and fights across the dangerous boundary between settlement and wild land.

Open class →
Skill and opportunity

Rogue

Wins through observation, timing, mobility, deception and precise action.

Open class →
Inborn magic

Sorcerer

Channels supernatural power carried through bloodline, transformation or inheritance.

Open class →
Patron and tradition

Witch

Practises ritual magic through a patron, coven, inherited art or solitary tradition.

Open class →
Pact and consequence

Warlock

Gains power through a binding relationship with a dangerous otherworldly patron.

Open class →
Arcane learning

Wizard

Masters magic through study, notation, experimentation, teaching and disciplined memory.

Open class →

Wealth and equipment

Carry what the journey requires.

Equipment should reflect class, homeland, wealth, legal status and destination. Firearms exist in the 1454 campaign present, but availability depends on region, training and supply.

Before the first session

Make the character ready for play.

Identity Name, age, appearance, people, homeland and the language actually spoken at home.
Purpose A present goal strong enough to make danger worth accepting.
Belonging A family, household, temple, guild, coven, school, military unit or travelling community.
Obligation A promise, debt, oath, patron, dependent or duty that can demand action.
Relationship One trusted ally and one difficult person whose judgement still matters.
Fear Something the character expects the world to take from them.
Equipment Weapons, armour, tools, money and supplies checked against class and destination.
Rules Attack, defence, movement, key skills, class features and common conditions understood.
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