introduction

The firmament from which all men are born, live, and die is an abnormal spheroid of water and soil spinning in a central orbit to an ancient sun. Beneath its crust lie vast dark realms of the unknown. On its surface men of this place vary widely in appearance, culture, and religion. Little is known of the origin of this place's name just that despite their diversity, all men call it the same name: Sigg. As one on earth would refer to the “world”, those on Sigg refer to the “Wheel”. The Wheel is made of myth - magic, monsters, prophecies, and symbols. The Wheel is in a perpetual middle age, one where formational ancient origin and modern rationalism meet, churning through the cosmos alternating in different states of superiority.

how to play

The referee makes a realistic and believable world for the players to enjoy and explore. He will provide you, the player, with a description of a scene or result of another player's action. You will respond to the referee with the action of your character. The referee may clarify your action, provide you with a tough choice, or explain why that action may not be possible in the given situation. You will respond with further actions.

creating a character

Follow the steps below to create your character. Record your race, class, alignment, abilities, and equipment on your character sheet and speak to the referee to complete the process.

what is a character sheet?

Any piece of paper you wish to use. Typically a lined piece of notebook paper works fine, as time is spent playing more information will be added to your sheet. There are some well-designed character sheets that you might wish to use rather than lined paper as well. If this is something you are interested in, ask your referee.

abilities

The predisposition of a character’s physical and mental makeup. Determine abilities by rolling 3d6 for each.

Statistic Abbreviation Description
Strength STR Physical prowess
Intelligence INT Mental prowess; Effects languages and spells known
Wisdom WIS Spiritual prowess
Constitution CON Ability to withstand adversity and healthiness; Affects hit points
Dexterity DEX Speed and precision; Affects missile attacks
Charisma CHA Influence of others and comeliness; Affects maximum hirelings, loyalty, and reactions

high & low abilities

Some characters end up with exceptionally high or low abilities. Low abilities should be marked with a -1; high scores with a +1 next to the score. e.g. 5 (-1) or 13 (+1).

race

The appearance related to the origins of the character. Pick one.

Race Description Playable Class Maximum Level
Man The primary race of Sigg. Any Unlimited
Dwarf Half men with long beards that dwell below the soil. Fighter 6
Elf Fairies of human appearance from the mystical lands of fae. Magic-user/Fighter 8/4
Halfling Quarter-men, 2’-3’ tall, posses large tough feet, deadly aim with projectiles. Fighter, Thief 4

class

The role the character fills in adventures. Your selected race may restrict your option.

Class Name Description Prime Requisite
Fighter Robust in health and skill with all weapons and armor. May lead armies at high ranks. Strength
Cleric Skilled with blunt weapons and all armor. Employ holy spells and ability to repel undead. Wisdom
Magi-user Physically vulnerable. Unable to use armor and only wield daggers. Cast powerful magic. Intelligence
Thief Skilled explorers and collectors. Unable to use shields, chain mail, or plate. May use any weapon. Dexterity

prime requisite

The main statistic that indicates success for each class. If your prime requisite for your selected class is very low, you will suffer a penalty to advancement. If it is exceptionally high, you will advance at a increased rate.

Prime Requisite Advancement Adjustment
6 or less -20%
8-7 -10%
9-12 0%
13-14 +5%
15+ +10%

alignment

How the character aligns themselves on the cosmic scale. Pick one.

languages

The tongues spoken by men, monsters, and other creatures. You start with a language spoken by your race and a language known only to those with your alignment. You may select 1 additional language for every point above 10 in INT. e.g. a character with 13 INT would get 3 additional languages.

Monster Languages Common Languages Alignment Languages
Giant Common Dialect* Law
Goblin Regional Dialect** Neutrality
Gnoll Elven Chaos
Lizard-man Dwarfish
Ogre Halfling
Orcish
Snake-man

* Language of men. 20% chance for non-humans to know.

** Speak to the referee to determine what this will be.

starter pack

Select a starter pack that correlates to your class and record the items and their weights on your character sheet. (Items marked with a "*" are adventuring gear and weigh a combined 80.) In addition to the selected pack each character gets 1d6 gold pieces.

-- Fighter --
Soldier Pack
Sword [50]
Shield [150]
Chain Mail [500]
Backpack [*]
Ration, Standard [*]
Rope, 50' [*]
Flask of Oil x2 [*]
Ranger Pack
Short Bow [50]
Quiver, 20 Arrows [w/ bow]
Leather Armor [250]
Backpack [*]
Ration, Standard [*]
Pillager Pack
Battle Axe [100]
Hand Axe x2 [50ea]
Leather Armor [250]
Backpack [*]
Ration, Iron [*]
Waterskin [*]
Torch, 6 [*]
Tinderbox [*]
Iron Spikes, 12 [*]
Pole, 10' [*]
-- Cleric --
Hunter Pack
Flail [100]
Shield [150]
Leather Armor [250]
Backpack [*]
Ration, Standard [*]
Garlic Bud [*]
Cross, Wooden [*]
Wolvesbane, Bunch [*]
Steel Mirror [*]
Stakes and Mallet, 3 [*]
Priest Pack
Mace [50]
Backpack [*]
Cross, Silver [*]
Ration, Standard [*]
Holy Water, Vial [*]
Torch, 6 [*]
Tinderbox [*]
Waterskin [*]
Crusader Pack
Morning Star [100]
Shield [150]
Chain Mail [500]
Backpack [*]
Ration, Standard [*]
Wine, Quart [*]
Lantern [*]
Flask of Oil x2 [*]
Tinderbox [*]
Cross, Wooden [*]
-- Magic-user --
Alchemist Pack
Dagger [20]
Backpack [*]
Ration, Standard x2 [*]
Garlic Bud [*]
Belladonna, Bunch [*]
Wolvesbane, Bunch [*]
Wine, Quart [*]
Waterskin [*]
Holy Water [*]
Scholar Pack
Dagger [20]
Backpack [*]
Ration, Standard [*]
Lantern [*]
Tinderbox [*]
Flask of Oil x2 [*]
Wine, Quart [*]
Silver Mirror, Small [*]
Sack, Small x2 [*]
Pole, 10' [*]
Occultist Pack
Dagger x2 [20ea]
Backpack [*]
Ration, Standard [*]
Torch, 6 [*]
Tinderbox [*]
Flask of Oil x8 [*]
Sack, Small x2 [*]
Rope, 50' [*]
Stakes and Mallet, 3 [*]
-- Thief --
Explorer Pack
Sword [50]
Leather Armor [250]
Backpack [*]
Ration, Iron [*]
Rope, 50' [*]
Waterskin [*]
Torch, 6 [*]
Steel Mirror [*]
Bard Pack
Hand Axe [50]
Dagger x2 [20ea]
Leather Armor [250]
Lute [100]
Backpack [*]
Ration, Standard [*]
Wolvesbane, Bunch [*]
Waterskin [*]
Torch, 6 [*]
Burglar Pack
Mace [50]
Dagger [20]
Leather Armor [250]
Backpack [*]
Sack, Small x2 [*]
Ration, Standard [*]
Rope, 50' [*]
Iron Spikes, 12 [*]
Torch, 6 [*]
Flask of Oil [*]
Pole, 10' [*]
Wine, Quart [*]