Characters

[ 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.

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.

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.

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.

StatDescriptionIn-game Story Use
FameKnown as a hero — trusted, admired, celebratedNobility welcomes you with honor, strangers offer aid
InfamousFeared by the powerful — a weapon in the shadowsNoble houses employ you for dark deeds, finest vintage wines flow freely
FaithDevoted to a god or cosmic force, earning divine favourTemples offer shelter, clergy grant healing, holy orders call on you
Heresy / CorruptionDenounced by the faithful, touched by forbidden powersInquisitors hunt you, holy temples bar entry, but dark shrines grant power to the condemned
NotorietyBards sing your legend in every tavern and kingdomDoors open without asking, nobles and merchants gift you gold
ObscurityUnknown, forgotten, walking unseen through the worldSlip past guards unnoticed, enemies cannot find you
Love / AffectionBonds of loyalty and deep romanceAllies risk their lives for you, secret aid flows freely
Hatred / ResentmentScorned lovers and betrayed alliesAmbushed by those who once knew you, reputation poisoned
Respect / HonorEsteemed by peers for integrity and strengthDuels avoided through reputation, lead honor guard
Infamy / DisdainScorned and disrespected by worthy foesChallenged constantly, betrayed by allies
PersuasionWords that sway hearts and mindsEnemies lay down arms, merchants offer discounts
IntimidationRule through fear and force of willEnemies flee in terror, merchants comply quickly
Guild MembershipBelonging to a guild or secret orderCall for aid, access guild safehouse
Guild OutcastExiled or ostracized from organized groupsFormer allies hunt you, no refuge
Wealth / ProsperityGold, treasures, and assets accumulatedBuy out rivals, commission grand works
Debt / ObligationOwe gold or favors to powerful forcesCreditors demand payment in blood
ManipulationMaster of deception and cunning schemesTurn enemies against each other, blackmail nobles
SincerityKnown for truth and unwavering honorEnemies 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.

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