[ Origins ]
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You were born into the Wudlands with bare hands. Your blood marks you — the race that flows through your veins. Your upbringing shaped you — the stone you broke, the words you wrote, the apprenticeships you served, the trade your hands learned. This is who you are, before the road.
A class is not something you are born with. A blacksmith master notices the way your hands know iron. A guild recognizes the cut of your work. A mentor sees something worth teaching. This is how you become more than you were.
Foundation
Race
Your race determines your natural aptitudes, resistances, and how the world perceives you before you have said a word. It is the ground you stand on — not a ceiling, but a starting point that quietly influences everything else.
Background
Former Profession
Before adventure, there was a life. A craft learned, a trade practiced, a way of moving through the world. That knowledge does not vanish when you pick up a weapon or a travelling cloak — it travels with you, shaping what comes naturally and what costs you effort.
A former blacksmith still knows how iron behaves. A former herbalist still reads the forest floor.
Earned in Play
Class
There are no classes at creation. A class is something you grow into — discovered in a guild hall, taught by a wandering master, or unlocked through deeds that draw the right eyes to you. Until then, you are simply who you are.
Seek out teachers, join guilds, find mentors. The path will open.
[ Choose Your Gender ]
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Love is not a side note in the Wudlands — it is one of its deepest currents. You may lose your heart to a warlord who should be your enemy. A noblewoman may risk her title for a single night in your company. A bond forged in darkness may outlast every sword and oath. These are not small things. They are the moments that define a life in the Wudlands. Gender is the key that unlocks them. It is what the world reads before you have spoken a word — and what story writers use to craft immersive, believable relationships that feel earned. A great love story needs to know who it is written for. Most adventures are crafted to welcome M and D, or F and D alike. Some, rarer ones, are written for a single kind. What you carry here shapes every story that reaches for you.
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Male
The world was long written for you. Maidens steal glances from behind castle walls. A princess may slip away from her escort just to speak with you. A noblewoman lowers her guard in ways she would never admit at court. The Guildmistress of a powerful order may find reasons to summon you privately. The innkeeper's daughter remembers your name long after you have gone. Desire finds you before you look for it. The rest writes itself.
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Diverse
Neither bound nor defined. You walk between the old lines and the world must decide how to read you — sometimes it cannot. Most adventures open their gates to you, though some stories are written for a specific kind of soul: a tale of seduction built for a man, a rivalry that only burns between women, an intimacy that demands one or the other. Those doors will be closed to you. D is the widest path through the Wudlands — but not every path was cut for it.
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Female
Beauty and will are their own kind of power. A prince loses composure the moment you enter the hall. A dark baron with iron arms may discover, to his own surprise, that he wants to protect something. Pirates invite you aboard as an equal — sometimes as more. Marriage opens rivers, land deeds, harbor rights and trading ships. Some doors old tradition bars to others open quietly for you — and some men tear them off their hinges just to follow.
[ Choose Your Race ]
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Common Peoples
Human
Adaptable and ambitious. Masters of trade and politics. No innate gift, but boundless potential.
Elf
Long-lived and graceful. Affinity for magic and the wild. Time is your advantage.
Dwarf
Sturdy and skilled in stone and metal. Natural resistance to harm and magic. Built to last.
Halfling
Quick-witted and nimble. Lucky by nature. Small body, sharp mind.
Orc
Strong and fierce. Feared for strength but often misjudged. Scarred honor runs deep.
Gnome
Inventive and curious. Affinity for magic and artifice. Your mind works differently.
Goblin
Small, industrious, and clever. Often underestimated. Trade and tinkering are in your blood.
Minotaur
Bull-headed and strong-willed. Labyrinth-dweller seeking a place in the world. Loyalty runs deep.
Mystical
Tiefling
Marked by infernal blood. Charismatic but often distrusted. Magic flows through you.
Dragonborn
Descended from dragons. Breath as a weapon, scales as armor. Ancient legacy in your blood.
Lizardfolk
Cold-blooded and alien. Survivor's instinct runs deep. Excellent hunters and scouts. Tribal honor matters most.
Beastfolk
Touched by animal blood. Part human, part beast. Instinct wars with reason. Fierce and unpredictable.
Mixed Heritage
Half-Elf
Between two worlds. Flexible and diplomatic. Neither fully one thing nor another—both and neither.
Half-Orc
Strength and grace collide. Caught between two heritages. Prove yourself to be more than prejudice.
Elder
Born in the First Age from a union of an ancient race and something unknowable. You remember fragments of a world before this one. Immortal blood runs thin, but it runs deep.
Giants & Kin
Ogre
Brutish and powerful. Often enslaved or cast out. Strength is all you have—make it count.
Goliath
Enormous and athletic. Built for the mountains and the sky. Strength defines your place in the world.
Giant
Towering and ancient. The world was made for smaller folk. Your size is both gift and curse.
[ Choose Your Former Profession ]
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Rural
Farmer
Land and soil. Crops, livestock, seasons. You know survival.
Herder
Goats, sheep, cattle. Wind and weather. Patience and care.
Fisherman
Rivers and waters. Silent work, hard reward. You read currents.
Miner
Stone and darkness. Pickaxe and deep earth. You have dug deep.
Hunter
Bow and tracking. Wild things and wilderness. You survive through skill.
Craftsman — Metal
Blacksmith
Hammer, anvil, fire. Iron and steel know your hands. Creation through force.
Armorer
Armor and blades. Protection and precision. Your work saves lives.
Tinsmith
Cups, pots, pans. Useful beauty. Common things, well-made.
Craftsman — Stone
Mason
Stone and mortar. Walls and cathedrals. You built things that last.
Stonemason
Chisel and hammer. Shaping rock. Strength in precision.
Craftsman — Leather
Leatherworker
Hides and dyes. Armor and saddles. Your craft is both practical and beautiful.
Tanner
Raw hides into leather. Smells nobody forgets. Essential work, little glory.
Craftsman — Fabric
Weaver
Loom and thread. Cloth and tapestry. Patterns from chaos.
Dyer
Colors from plants and minerals. Bringing life to cloth. Chemistry is your art.
Craftsman — Glass
Glassblower
Fire and sand. Fragile beauty. Your breath shapes light.
Fire Performer
Flame and skill. You spin fire, eat fire, dance with fire. The crowd holds its breath when you perform.
Craftsman — Wood
Carpenter
Wood and tools. Boats, houses, furniture. You built the bones of the world.
Cooper
Barrels and casks. Wooden vessels. Small precision, great demand.
Artisan
Jeweler
Gems and precious metals. Tiny, intricate, priceless. Luxury is your medium.
Potter
Clay and wheel. Vessels and art. Hands and water and earth.
Aristocratic
Scribe
Words and ink. Record-keeping and documents. Knowledge flows through your hands.
Clerk
Numbers and ledgers. Accounts and records. Order is your domain.
Scholar
Books and learning. Your mind is your wealth. Questions guide your life.
Trade
Merchant
Buy and sell. Travel and negotiation. Money and goods pass through your hands.
Trader
Exchange and profit. Fair deals and sharp eyes. You know value.
Innkeeper
Tavern and lodging. Stories and service. You know secrets.
Food
Baker
Flour and fire. Bread and sustenance. You fed people.
Butcher
Meat and butchery. Practical work. You know anatomy.
Brewmaster
Grain and fermentation. Ale and mead. Chemistry and tradition.
Military
Soldier
Discipline and steel. Orders and duty. War taught you its lessons.
Guard
Watch and protect. Constant vigilance. You stand between order and chaos.
[ Story Impact ]
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Your stats are not numbers on a sheet — they are the reputation you build, the bonds you forge, and the enemies you make. Every decision in the Wudlands leaves a mark. These marks accumulate into social forces that open doors, close them, or kick them off their hinges. Most stats come with an opposing force: push too hard in one direction and the other diminishes into your shadow.
| Stat | Description | In-game Story Use |
|---|---|---|
| Fame | Known as a hero — trusted, admired, celebrated | Nobility welcomes you with honor, strangers offer aid |
| Infamous | Feared by the powerful — a weapon in the shadows | Noble houses employ you for dark deeds, finest vintage wines flow freely |
| Faith | Devoted to a god or cosmic force, earning divine favour | Temples offer shelter, clergy grant healing, holy orders call on you |
| Heresy / Corruption | Denounced by the faithful, touched by forbidden powers | Inquisitors hunt you, holy temples bar entry, but dark shrines grant power to the condemned |
| Notoriety | Bards sing your legend in every tavern and kingdom | Doors open without asking, nobles and merchants gift you gold |
| Obscurity | Unknown, forgotten, walking unseen through the world | Slip past guards unnoticed, enemies cannot find you |
| Love / Affection | Bonds of loyalty and deep romance | Allies risk their lives for you, secret aid flows freely |
| Hatred / Resentment | Scorned lovers and betrayed allies | Ambushed by those who once knew you, reputation poisoned |
| Respect / Honor | Esteemed by peers for integrity and strength | Duels avoided through reputation, lead honor guard |
| Infamy / Disdain | Scorned and disrespected by worthy foes | Challenged constantly, betrayed by allies |
| Persuasion | Words that sway hearts and minds | Enemies lay down arms, merchants offer discounts |
| Intimidation | Rule through fear and force of will | Enemies flee in terror, merchants comply quickly |
| Guild Membership | Belonging to a guild or secret order | Call for aid, access guild safehouse |
| Guild Outcast | Exiled or ostracized from organized groups | Former allies hunt you, no refuge |
| Wealth / Prosperity | Gold, treasures, and assets accumulated | Buy out rivals, commission grand works |
| Debt / Obligation | Owe gold or favors to powerful forces | Creditors demand payment in blood |
| Manipulation | Master of deception and cunning schemes | Turn enemies against each other, blackmail nobles |
| Sincerity | Known for truth and unwavering honor | Enemies trust your word, easier treaties |
[ Classes: Mastery Without Stories ]
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You begin with craft. Your hands know stone, or fire, or steel, or words. But craft alone does not make you a Master of those hands. A blacksmith swinging hammer for thirty years is still a blacksmith. A farmer tilling the same fields their whole life is still a farmer. To reach a class—Paladin, Ranger, Rogue, Cleric—you need something more than skill. You need a story that recognizes your growth.
Every class begins when someone notices you. A guild master sees the way you move. A wandering mentor hears your name in taverns and comes looking. A god or calling speaks and you answer. But notice requires a story. Without stories woven into the Wudlands — without story writers and narrators building the world around you — no one ever notices. No guilds exist to find you. No mentors come. No miracles happen. You remain what you were at birth: skilled hands, capable mind, a person living a life.
The path to mastery requires doors to open. And doors only open when someone writes them. This is why we need story writers. Without them, there are only craftspeople, not classes. Without narrative, there is only skill, not destiny. Your journey to something greater depends on the world choosing to witness it, and that choice belongs to those who tell the stories the Wudlands lives by.