Character Creation and Origins¶
Purpose¶
Character creation should define who player is, where they begin, what early board work feels natural, and what kind of starter package they receive.
It should create identity and direction without creating permanent class traps.
Character Setup Goals¶
- creation should finish fast enough for browser play, ideally in
2-5 minutes - choices should shape early experience, not hard-lock whole account
- starting package should support immediate useful play on first town board
- chosen homeland should matter for spawn, contacts, climate familiarity, and early knowledge
- archetype should suggest role and loadout, not force permanent class ladder
Browser-Fit Rule¶
Creation should use one short guided flow with live preview.
Recommended steps:
- choose name and appearance
- choose
Race - choose
Homeland - choose
Archetype - choose
Background - review starter package and confirm
No hidden math screen. No giant skill spreadsheet. Player should always see resulting start town, starter contacts, starter gear bias, and first recommended board work before final confirm.
Creation Design Rules¶
1. Identity, Not Permanent Class¶
Creation should shape early strength and flavor. It should not decide final build ceiling.
2. No Starting Skill Above Familiar¶
Creation should create direction, not skip progression.
All skills not touched by creation start at Untrained.
3. Overlap Converts Into Starter Utility, Not Power Inflation¶
If archetype, background, and homeland all touch same skill, creation should not push that skill above Familiar.
Duplicate overlap should instead convert into one of:
- extra starter supplies
- extra codex entry
- better starter tool or kit quality
- stronger local contact trust
- one extra local recipe or map note
4. First Session Must Reinforce Choices¶
First town board, starter contacts, and tutorial prompts should visibly reflect chosen homeland, archetype, and background.
5. No Reroll Traps¶
No single creation choice should make character nonviable for launch content.
Recommended Character Inputs¶
| Input | What It Changes | What It Must Not Do |
|---|---|---|
Name and Appearance |
identity, portrait, layered SVG presentation | no mechanical advantage |
Race |
visual identity, passive trait, cultural hooks | no hard class lock or dominant combat multiplier |
Homeland |
starting region, start town, climate familiarity, early contacts, local knowledge | no permanent travel restriction |
Archetype |
starting affinity package, role suggestion, starter loadout bias | no permanent class path |
Background |
small support bonus, tools, recipes, supplies, local reputation flavor | no endgame power ceiling |
Starter Package Assembly¶
Each new character should be built from layered grants.
Race Grants¶
Race should grant:
- one small passive trait
- one cultural or economic hook
- one flavor hook for contacts, codex, or faction reception
Race bonuses should stay narrower than archetype bonuses.
Homeland Grants¶
Homeland should grant:
- starting region and town
- one local guide or contact
- climate familiarity for that homeland's basic conditions
- one or two starter codex entries
- one known beginner route strip or site rumor
Archetype Grants¶
Archetype should grant:
Familiarin four linked skills- one recommended role core or starter loadout bias
- one starter equipment package bias
- one first-board mission bias
Background Grants¶
Background should grant:
Familiarin two support skills or one support skill plus one non-skill utility grant- starter supplies, tool, recipe, or contact advantage
- one economy or knowledge hook that affects first few expeditions
Starting Skill Rule¶
Recommended default:
- archetype grants
Familiarin four skills - background grants
Familiarin two support skills - homeland grants familiarity through climate, contacts, route knowledge, or codex, not direct extra combat power
- race grants passive effect or context hook, not raw band inflation
This gives new character enough shape to succeed early without invalidating skill-based growth.
Race Examples¶
Races should be flavorful and situational.
- Humans: flexible, politically widespread, easier faction integration, broad social acceptance
- Dwarrows: strong crafting tradition, mountain and mine familiarity, better early workshop trust
- Sylvans: forest and fae affinity, quiet travel bias, stronger herb and route familiarity in wild regions
- Ashborn: desert and volcanic resilience, heat familiarity, better early survival posture in arid routes
- Tidekin: coast and marsh adaptation, fishing and trade hooks, stronger early port and water-route familiarity
Race should never decide whether player can become arcanist, fighter, crafter, or trader later.
Homeland Examples¶
See world-structure.md for regional model. Homeland should decide where player begins and what feels legible on day one.
| Homeland | Start Identity | Early Pressure | Typical First Board Bias |
|---|---|---|---|
Frontier Marches |
farms, border roads, goblins, wolves, ruins | balanced starter zone | escort, hunt, gather, simple survey |
Frost Tundra |
fur trade, cold routes, barrows, ice beasts | fuel and cold pressure | hunt, escort, fuel supply, survival survey |
Sunscar Desert |
caravans, oases, tomb delves, dust predators | water and route pressure | caravan, escort, water delivery, tomb scouting |
Storm Coast |
ports, fisheries, raiders, cliffs, sea-caves | storm and route instability | fishing, escort, salvage, hazard survey |
Ashwood Wilds |
herbs, beasts, fae borders, cursed groves | visibility and wildlife pressure | herbalism, hunt, route survey, grove warning work |
Archetype Examples¶
These should match launch affinity packages already defined in progression docs.
| Archetype | Starting Familiar Skills | Starter Bias | First Board Bias |
|---|---|---|---|
Vanguard |
Shielding, Heavy Armor, Endurance, Combat Judgment | shield, sturdy armor, repair basics | escort, patrol, holdout defense |
Ranger |
Archery, Tracking, Routefinding, Hunting and Trapping | bow, travel kit, scouting tools | hunt, survey, route scouting |
Arcanist |
Arcane Theory, Elementalism, Ritualism, Warding | implement, reagents, focus support | delve, ward support, anomaly response |
Warden |
Restoration, Field Medicine, Campcraft, Herbalism | medicine satchel, sustain gear | rescue, medicine delivery, hazard recovery |
Artificer |
Tinkering, Smithing, Carpentry, Salvage Recovery | tools, repair kit, utility pack | gather, salvage, civic project support |
Duelist |
Blades, Light Armor, Evasion, Endurance | light kit, pursuit gear | bounty, pursuit hunt, named-target work |
Background Examples¶
Backgrounds should color early economy and knowledge play.
| Background | Support Skills or Utility | Early Benefit |
|---|---|---|
Farmhand |
Cooking, Preservation | better ration familiarity, farm contacts, field labor trust |
Caravan Guard |
Caravan Handling, Routefinding | convoy trust, escort discipline, transport contact |
Temple Scribe |
Scribing, Appraisal | codex access, archive familiarity, ritual record hooks |
Hunter |
Tracking, Hunting and Trapping | field dressing knowledge, local game rumors, pelt familiarity |
Apprentice Smith |
Smithing, Tinkering | workshop access, repair flow familiarity, starter tool quality bump |
Starting Town and Contact Rules¶
Every new character should begin with:
- one start town selected from homeland package
- one civic contact such as quartermaster, board clerk, guide, healer, or workshop foreman
- one archetype-aligned contact
- one background-aligned contact or supply lead
Contacts should matter immediately for tutorial framing, not only later for flavor.
First Board Experience¶
Creation should feed directly into first visible board state.
Recommended starter bundle:
- one low-risk archetype-aligned expedition
- one background-aligned economy or utility task
- one homeland-aligned route, survey, or delivery task
- one always-available safe fallback task for players who ignored recommended role
This makes player feel chosen package in first 5-15 minutes.
Starter Gear and Supply Rules¶
Creation should not grant full optimized builds, but it should avoid naked starts.
Each new character should receive:
- simple clothing or armor appropriate to archetype bias
- one starter weapon or tool package
- small ration and water pack
- one utility item matching background or homeland
- one saved starter loadout suggestion
Starter items should be Common quality and intentionally replaceable.
Canonical Launch Packages¶
Use a few canonical creation packages as implementation test cases. These are not only flavor examples. They are balance and onboarding reference packages for launch.
1. Frontier Scout¶
Race: HumanHomeland: Frontier MarchesArchetype: RangerBackground: HunterStarter town profile: march border town with farm board, hunter contact, and safe road corridorStarter contacts: board clerk, local tracker, tannery buyerStarter loadout suggestion: bow, light travel gear, scout pack, knife, route markersStarter board bundle: wolf cull, roadside survey strip, hide delivery
What this package teaches:
- hunt loop
- route safety and survey basics
- first gather-byproduct sale
2. Desert Convoy Hand¶
Race: AshbornHomeland: Sunscar DesertArchetype: VanguardBackground: Caravan GuardStarter town profile: oasis caravan stop with water board pressure and escort workStarter contacts: quartermaster, caravan master, well stewardStarter loadout suggestion: shield, sturdy armor, water skins, rope kit, convoy packStarter board bundle: water convoy escort, road-marker survey, raider watch patrol
What this package teaches:
- escort stability
- water logistics
- route pressure and civic work
3. Ashwood Remedy Walker¶
Race: SylvanHomeland: Ashwood WildsArchetype: WardenBackground: Temple ScribeStarter town profile: forest-edge shrine town with herb pressure and fae warningsStarter contacts: healer, archive keeper, grove guideStarter loadout suggestion: medicine satchel, light ward gear, herb knife, field wraps, annotation kitStarter board bundle: herb recovery run, warded route verification, injured traveler rescue
What this package teaches:
- healing and sustain play
- codex and hazard-note value
- survey plus rescue overlap
4. Cold Forge Runner¶
Race: DwarrowHomeland: Frost TundraArchetype: ArtificerBackground: Apprentice SmithStarter town profile: cold trade outpost with repair demand and fuel pressureStarter contacts: forge foreman, fur trader, sled repair handStarter loadout suggestion: hammer or hatchet tool, repair kit, cold wraps, utility pack, spare bindingsStarter board bundle: broken-sled repair delivery, fuel haul support, shallow salvage run
What this package teaches:
- repair and utility economy
- cold-route preparation
- civic project support
Beginner Trust Band¶
Creation should feed into a protected early-state band so player can learn chosen package without reroll panic.
Recommended rules while beginner_trust_band is active:
- board favors low-risk homeland and archetype-aligned work
- failed starter expeditions retreat safely instead of cascading into severe loss
- starter gear can degrade, but should not be permanently destroyed by early mistakes
- player contract visibility should default to trusted, low-abuse postings first
- route UI should show strong recommendation markers and clearer warnings
- one archetype or background correction remains available
Recommended exit conditions:
- complete
3expeditions - manually leave protected mode after tutorial warnings
- depart homeland starter circuit by explicit player choice
First Three Expeditions Rule¶
First three expeditions should teach systems in controlled order.
Expedition 1: Archetype Proof¶
- very low-risk
- strongly aligned to chosen archetype
- teaches role core, supplies, and basic result screen
Expedition 2: Homeland Utility¶
- region-specific pressure
- teaches why homeland matters
- usually delivery, survey, herb, fuel, or escort utility task
Expedition 3: Mixed Pressure Test¶
- combines role, route, and small economy consequence
- teaches repair, injury, knowledge, or contract completion in same run
- should be last guided step before full open board browsing
Correction Rule¶
Player should have one low-risk correction window early.
Recommended rule:
- before first
3completed expeditions or before leaving beginner trust band, player may swap archetype or background once - swap should rebuild starter loadout recommendation and first-board guidance
- homeland and race stay fixed identity choices, but player can travel away normally after start
This reduces reroll pressure without making creation meaningless.
UI and Scene Rules¶
Character Creation scene should show:
- live visual preview
- short summary card for each choice
- resulting start town
- resulting starter skills and starter contacts
- recommended loadout and first board bias
- final review screen with no hidden modifiers
Scene should feel like guided setup, not spreadsheet editor.
Technical Model¶
Core Records¶
Store:
race_templatehomeland_templatearchetype_templatebackground_templatestarter_package_templatestarter_contact_grantcharacter_creation_snapshotcharacter_origin_choice
Commands¶
Support commands such as:
preview_character_origin_packagecreate_characterconfirm_character_creationapply_starter_correction
Character Creation Snapshot¶
At creation confirm, write immutable snapshot containing:
- chosen race
- chosen homeland
- chosen archetype
- chosen background
- granted Familiar skills
- starter contact grants
- starter town
- starter loadout suggestion
- starter codex and route knowledge grants
This makes onboarding and dispute review deterministic.
Related Systems¶
- world structure
- character progression and roles
- skill catalog
- loadouts and safety rules
- town simulation and supply
- client and SVG pipeline