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.
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.
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.
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. 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 |
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).
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 |
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 |
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% |
How the character aligns themselves on the cosmic scale. Pick one.
- Law: Seek to advance the forces of order.
- Neutrality: No intentional participation in support of cosmic forces.
- Chaos: Seek to advance the forces of entropy.
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.
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 [*] |