SpiralWorlds Player’s Manual · Character Creation

Choose Your People

5.5e species · Pathfinder 1e races · D&D 3.5e races

Your people describes inherited physical or supernatural traits and the histories of the communities from which your character comes. It does not decide personality, alignment, profession, loyalty, homeland or language. Choose the person first, then apply only the mechanics for your campaign edition.

A varied group of SpiralWorlds player characters from different peoples and homelands
People, homeland and upbringing are separate choices. Two characters of the same people can have different cultures, languages, loyalties and lives.
Player’s Manual rule: “people” is the shared SpiralWorlds term. When the rules need a technical word, 5.5e uses species, while Pathfinder 1e and D&D 3.5e use race. Do not transfer racial modifiers, languages or traits from one edition into another.

Setting identity

Separate inheritance from upbringing

PeoplePhysical inheritance, lifespan, innate senses and genuinely inherited or supernatural traits.
HomelandThe laws, rulers, roads, dangers, currencies and neighbouring communities that feel normal to the character.
UpbringingFamily, household, guild, school, temple, military unit, travelling community and the languages actually learned there.

Do not derive personality from ancestry. Being a dwarf, elf, gnome, halfling, catfolk, half-elf, half-orc or human does not dictate courage, morality, intelligence, profession, faith, politics or loyalty.

Playable people gateway

Choose a published SpiralWorlds people page

The status label tells you whether that destination is already safe as a multi-edition rules page. Where a page is marked legacy, use it for setting identity only and use the edition procedure below for mechanics.

Edition-separated

Dwarves

Dispersed through holds, mines, guilds, warden networks, enclaves and itinerant families. The current page includes separate 5.5e, PF1e and 3.5e mechanics.

Open Dwarves →

Edition-separated

Catfolk

Feline peoples with their own communities and histories, including the Catfolk realm of Kemet. The current page contains separate supported-edition material.

Open Catfolk →

Legacy mechanics

Elves

Use the page for SpiralWorlds elven identity and history. Until its Player’s Manual pass, use current 5.5e Elf mechanics or the correct PF1e/3.5e rules source rather than assuming the page is edition-safe.

Open Elves →

Legacy mechanics

Gnomes

Use the page for SpiralWorlds gnome identity and history. Apply mechanics from the selected edition until this people page is rebuilt.

Open Gnomes →

Legacy mechanics

Halflings

Settled and itinerant halfling communities exist across the setting. Use the legacy page for identity; use the selected edition’s mechanics.

Open Halflings →

Legacy identity

Half-Elves

Half-elves remain a valid SpiralWorlds identity. They are not a core 2024 species entry, so a 5.5e character uses a Games Master-approved older/custom species implementation with 2024 conversion rules.

Open Half-Elves →

Legacy identity

Half-Orcs

Half-orcs remain a valid SpiralWorlds identity. In 5.5e, use a Games Master-approved older/custom species implementation and ignore legacy ability-score increases.

Open Half-Orcs →

Core rules

Humans

Humans are defined mechanically by the chosen edition and culturally by homeland, family and community. There is no separate SpiralWorlds Human people page yet.

Choose a human homeland →

Rules procedure

Apply only your edition’s mechanics

D&D 5.5e / 2024

1. Choose a species implementation. For a current 2024 species, record Creature Type, Size, Speed and all special traits. Species does not provide the standard 2024 ability-score increases, languages or alignment. If the SpiralWorlds people page is still marked legacy, use the current 2024 Character Origins species rules for its mechanics where that species is available.

2. Keep ability increases with the background. Apply the +2/+1 or +1/+1/+1 increases from the character’s 2024 background when you complete Ability Scores.

3. Choose languages separately. The 2024 rules normally give Common plus two chosen languages. SpiralWorlds has no universal Common. Replace Common with one real home/local language appropriate to the character’s upbringing, then choose the two additional languages allowed by the rules unless another feature changes the number.

4. Using an older species: if the Games Master approves a species from an older book, ignore that older species’ Ability Score Increase and use the 2024 background increases instead. Keep only the older species traits the Games Master has approved for the 2024 build.

Half-Elf and Half-Orc: these identities remain in SpiralWorlds, but they are not core 2024 species entries. Do not copy their old ability increases into a 5.5e build. Use an approved older/custom species implementation, then apply the normal 2024 background and language procedure.

Pathfinder 1e

Pathfinder 1e race mechanics include racial ability adjustments, size, speed, senses, racial traits and legacy language rules. Use the complete PF1e race entry for the chosen race. The familiar core ability adjustments are:

People / racePF1e ability adjustment
Dwarf+2 Constitution, +2 Wisdom, –2 Charisma
Elf+2 Dexterity, +2 Intelligence, –2 Constitution
Gnome+2 Constitution, +2 Charisma, –2 Strength
Half-Elf+2 to one ability score of your choice
Halfling+2 Dexterity, +2 Charisma, –2 Strength
Half-Orc+2 to one ability score of your choice
Human+2 to one ability score of your choice

Apply those adjustments after generating the base ability scores. For Catfolk, use the PF1e tab on the Catfolk page.

SpiralWorlds language conversion: PF1e often assigns Common and a racial language automatically, with extra languages from Intelligence. Common is not real here, and ancestry alone does not create a spoken language. Preserve the mechanical number of starting languages, but choose actual languages justified by homeland, household and upbringing. Use Speak Language / Languages for the setting list.

D&D 3.5e

D&D 3.5e uses its own race traits and adjustments. Do not substitute Pathfinder’s later revisions. The core adjustments are:

People / race3.5e ability adjustment
Dwarf+2 Constitution, –2 Charisma
Elf+2 Dexterity, –2 Constitution
Gnome+2 Constitution, –2 Strength
Half-ElfNone
Halfling+2 Dexterity, –2 Strength
Half-Orc+2 Strength, –2 Intelligence, –2 Charisma
HumanNone

Then record size, speed, senses, racial traits, favored class and any other rules elements in the chosen 3.5e entry. For Catfolk, use the 3.5e tab on the Catfolk page.

SpiralWorlds language conversion: 3.5e normally assigns Common plus racial languages and may add bonus languages from Intelligence. Preserve the mechanical language allowance, but replace Common and ancestry-assumed speech with actual languages learned through the character’s homeland, family and community unless a trait is explicitly supernatural or innate.

Character record

Write down the person, not just the rules package

PeopleThe inherited identity used by the character and their family/community.
Rules termSpecies in 5.5e; race in PF1e or 3.5e where the rules require that word.
HomelandWhere the character actually grew up or spent the formative years.
Household / communityWho raised, trained, employed or recognised the character.
LanguagesWhat the character actually learned to speak, read, sign or otherwise use.
Inherited traitsOnly the physiological, magical or edition-defined traits supplied by the chosen rules package.
Cultural trainingSkills, weapons, tools, customs and knowledge learned through life rather than assumed from ancestry.
IndividualityOne belief, habit, ambition or contradiction that is personal rather than inherited.

Before moving on

People checklist

  • The campaign edition is fixed.
  • A SpiralWorlds people has been chosen.
  • Only the selected edition’s species/race mechanics have been applied.
  • 5.5e species ability-score increases have not been added.
  • PF1e and 3.5e racial adjustments have not been mixed together.
  • Languages come from actual upbringing and the edition’s allowed number, not a universal Common language.
  • Homeland and people are recorded separately.
  • Culture and personality have not been treated as biological traits.
  • Size, Speed and relevant inherited traits are recorded.
  • The next character-creation step is clear for the selected edition.

Legacy note

What this rebuild replaces

Open legacy explanation

The old page presented one Pathfinder-style ability-bonus table as though it applied to all characters, said race automatically granted languages, and used Intelligence-based bonus languages as a universal rule. Those assumptions are now confined to the editions that actually use them and converted to SpiralWorlds’ language rules.

The original URL remains unchanged so existing inbound links continue to work.

Sources and licensing

Rules sources

SRD 5.2.1 attribution: This work includes material from the System Reference Document 5.2.1 by Wizards of the Coast LLC, licensed under Creative Commons Attribution 4.0 International.

Open Game License v1.0a + Section 15

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