Quicklinks: Character Creation Steps / Lifepath / Characteristics / Professions
It is time to create your adventurer. The following is a system for developing them. This system creates reasonably competent characters, but who they are is up to you. Suggestions are provided in each step for choices that can help you build the most exciting hero. You should have a blank character sheet handy and maybe another sheet of paper for notes. You can download digital versions at https://www.sagaborn.com/d100heroes/.
Character Creation Steps:
These steps will lead you through the path to create a character.
- Lifepath: This is first because it allows you to figure out story elements with your hero. Knowing the hero’s species, profession, and history will help inform the mechanical choices you will make later.
- Characteristics: These are the abilities that build a base for everything else. Look at your Profession and skills and make sure your highest characteristics match up with those skills.
- Assigning Skills: You get points for your Profession skills as well as a pool of points for your personal skills. You start with 250 Profession skill points and INTx10 personal skill points to distribute. SagaBornSagaBorn is the name of the TTRPG system created by Michael ... More D100A d100 is a 100-sided die. In SagaBorn it is used to determi... More is completely skill-based, so make sure you build the skills for the style of play you want! But don’t worry, everytime you use any skill successfully, you have a chance to level it up at the end of the game night.
- TalentsExtraordinary abilities that define your character. More: These extraordinary abilities allow you to customize your character even further. While there are no classes in SagaBornSagaBorn is the name of the TTRPG system created by Michael ... More D100A d100 is a 100-sided die. In SagaBorn it is used to determi... More, these talentsExtraordinary abilities that define your character. More may have familiar names to each Path. You are only limited to the amount of Talent points you earn, branching out and becoming the hero you wish. At character creation, you start with 3 Talent points.
- Equipment: You have starting equipment and gold based on your Profession. Resources and money can be rare in Atheles, so you may not have the fund to buy everything you want. What better reason to go adventuring!
- Finishing Touches: Appearance, personality, and more can be figured out now, but if you are undecided, just give some generalizations and build it out later on.
Lifepath
Where do you start in the world of the Dark ReturnThe core setting for SagaBorn. It is a gothic fantasy TTRPG ... More? Who is your SagaBornSagaBorn is the name of the TTRPG system created by Michael ... More hero? You can roll the dice using the charts below or use them as a guide to build the SagabornSagaBorn is the name of the TTRPG system created by Michael ... More character you wish to play. These are not the only options, but they are a great starting point for characters who live in Atheles in the lands around the city state of Kowal.
These charts give brief explanations, which are further defined later in the book. For more information, please refer to the index for a listing of references and page numbers.
Species, Biology, and Heritage
The peoples of Atheles are many and varied. Those who currently reside in this world may have evolved here, traveled here from the stars, or were pulled by cosmic forces. Here they are divided by species, biology, and heritage.
Species: Those of the same species can procreate and share a common origin, though there is often great biological diversity within a species.
Biology: Refers to the biological differences that exist within a given species.
Heritage: Refers to the skills and knowledge passed down in a person’s culture. While a heritage is based on abilities common to a species, it is not necessarily exclusive to that species. For example, a dworv raised by fauns may have a Fey heritage. Everyone’s story is individual, and you’re free to choose.
Species Lifepath
If you decide to choose for yourself rather than rolling the dice, note that the chart below represents the rarity of each species and heritage in Atheles.
Choose your species or let fate decide:
Table L1
| Roll 1d10 | |
| 1-6 | Terian: Species born and evolved in Atheles. Proceed to Table LT1. |
| 7-9 | Fey: Species originating from other worlds. Proceed to Table F1. |
| 10 | Elven: A specific species originating from another place, though conflicting origin myths abound. Proceed to Table E1. |
Terian
Terians, which include both terans, dweran, and dworves, originated on Atheles and have a close connection to the world. The dworves evolved first, but were put to sleep for many millennia and have only recently (in the last 4000 years) been awakened. Terans evolved when Atheles was inhabited by elves and eldar, who ignored terans until they gained enough technology and strength to become a nuisance. The terans grew in population until they became the most dominant race in the world. Dweran are the offspring between dworv and teran.
Choose your terian biology or let fate decide:
Table LT1
| Roll 1d10 | |
| 1-7 | Teran: The most common biology in Atheles, they are resilient and skilled. Proceed to Table LT2. |
| 8-9 | Dworven: The oldest people of Atheles, the dworves are stout, strong, and ingenious crafters. Proceed to Table LT3. |
| 10 | Dweran: A person of both Teran and Dworven descent. Proceed to Table LT4 |
Teran
Lifespan: 65 years average Height: 5’ 8” average Weight: 180 lb average Speed: 30
Common Names (teran names are as varied as water drops in the ocean): Martyn, Rikard, Sundaiya, Margery, Hurst, Wez
Terans are a diverse and prolific race. Their average lifespan is 65 years, though it is said those of the Aradan kingdom lived longer, with magic and advanced medicine responsible for fewer diseases and debilitating injuries. Terans spread across Atheles more quickly than any other race. The average teran family has 3-5 children, causing their population to thrive. The teran population was decimated after the war 700 years ago, but is now growing again, repopulating the cities and lands of their ancestors.
Biology: Terans thrive in almost all environments, but have no specialA special success if the roll is equal to or less than 1/5 t... More abilities or genetics beyond that.
Choose your Cultural background or let fate decide*:
Table LT2
| Roll 1d12 | |
| 1 | Tiren: The Kingdom of the Rising Sun. Tirians are an open-minded but militaristic culture. Proceed to Table LT5. |
| 2 | Uthgard: The Dragon Kingdom. Uthgard is a center of learning and engineering but has a long history of nationalism and invasion. Proceed to Table LT5. |
| 3 | Free Lands: The Free Lands are not a country, but are pockets of city-states or nomad tribes left on their own during the hard times since the Great War. This could be the independent city-state of Kowal or the Free Lands around Ferryport. Proceed to Table LT5. |
| 4 | Wastelands: The magic blasted lands of the old Aradan Kingdom are home to vicious beasts and nomad tribes. Life is brutal here, and its inhabitants are forged by its difficulties. Proceed to Table LT5. |
| 5 | Endamas: The kingdom of the Westlands. Once a large kingdom that stretched from mountains to sea, Endamas is still powerful, though smaller. Ruled by the fortress city of Bordon, its elected king and parliament are a rare democracy. Proceed to Table LT5.. |
| 6 | Ish: The Great Empire of Ish has stood for millenia. Ish is prosperous and its people enjoy a renaissance of culture and education, but the government holds an iron fist over those who practice magic. Religion holds great power in this region. Proceed to Table LT5. |
| 7 | Mideon: The grasslands of Mideon are home to many smaller kingdoms which have struggled with one another for years. This is also home to the border keeps, ancient fortresses holding the beasts of the North at bay. Proceed to Table LT5. |
| 8 | Norhan: A kingdom ruled by the Council in the grand city of Seahaven. Norhan offers its people a stable life in a land of abundance. Due to the size of the kingdom, many smaller cultures vie for influence and control. Proceed to Table LT5.. |
| 9 | Vanad: The Island kingdom of Vanad is known for its fierce people and seafaring. It is ruled by families that constantly struggle for power, both in their own lands and over the lands they raid. Proceed to Table LT5. |
| 10 | Nomad: There are many empty lands in Atheles, perfect for traveling tribes seeking food and other resources. Proceed to Table LT5. |
| 11 | Zhou: The Eastern continent over the Inner Sea, the people of Zhou have traded with and migrated to Atheles for hundreds of years. Proceed to Table LT5. |
| 12 | A non-teran culture: Even though you are biologically teran, you grew up among another species. Roll or choose Table L1 to determine which. (If you roll Terian, you grew up in a Dworven culture). Then proceed to roll on that species’ culture chart to see where you grew up. Proceed to Table LT5. |
* Your cultural background and your current location may be different. You may choose or roll twice to determine where your ancestors came from and where you currently reside. This book mainly focuses on the Eastern lands of Atheles in the Kowal region, but your campaign can take place anywhere!
Dworv
Lifespan: 150 years average Height: 4’5” average Weight: 195 lb average Speed: 20
Common Names: Dorgen, Remli, Dara, Hogren, Stemp
The dworves were the first sentient people on Atheles, but were put into a long magical sleep by the gods, awakening just 4,000 years ago. The dworves of Atheles are a very industrious culture, believing the only time a person’s hands should be still is when they have passed from this world. While several dworven cultures exist, the one that is best known in Atheles is the dworves of Greyhelm, a grouping of cities at the base of the Swordspyne Mountains in the East.
Dworves stand just over four feet tall and are almost as wide. They have large eyes, though in the daylight, their heavy lids often give the impression they are squinting. Since they work throughout their lives, often reaching a venerable age of 180, they are typically muscular and deft of hand. They have a great mechanical aptitude, and can figure out most mechanical devices with deductive reasoning.
Biology: Dworves have Dark Vision up to 60’.
Choose your dworven culture or let fate decide:
Table LT3
| Roll 1d10 | |
| 1-6 | Free dworv: Free dworves reject the religious structure of Greyhelm society. They often live in teran settlements or nomadic families. Proceed to Table LT5. |
| 7-9 | Greyhelm dworv: The religious dworves of the mountains in the kingdom of Greyhelm. Greyhelm was isolated from Atheles for hundreds of years, until recently. Proceed to Table LT5. |
| 10 | Dragon dworv: The hairless dworves of the far South. They are called Dragon Dworves due to their constant struggle against the dragon-like creatures of their homeland. Recently, Easterners have seen dragon dworves on pilgrimage from that faraway kingdom. Proceed to Table LT5. |
Dweran
Lifespan: 85 years average Height: 5’ 3” average Weight: 225 lb average Speed: 25
Common Names (they often borrow names of their parent heritages): Grogrem, Val, Semmy
Very rarely, a teran and a dworv produce a child together. While they may choose to be identified as either of their parent’s heritage, they are also known as Dweran. On average, they stand close to 5’ tall and are broader and more muscular than most terans. Dweran are rare, and an adventurer might only come across one or two in all their travels.
Biology: Dweran have Dark Vision up to 30’.
Choose your dweran culture or let fate decide:
Table LT4
| Roll 1d10 | |
| 1-8 | Teran Culture: You grew up in a teran community. Proceed to Table LT2. |
| 9-10 | Dworven Culture: Rarely, dwerans grow up in dworven communities.Proceed to Table LT3. |
Terian Heritage Bonus
Choose your Terian heritage bonus or let fate decide:
Table LT5
| Roll 1d10 | |
| 1-3 | Craftsman: Gain +3% knowledge on one of the following: stonework, woodwork, or metalwork. Proceed to Profession Lifepath. |
| 4-7 | Skilled: Gain 5 personal points to spend on skills. Proceed to Profession Lifepath. |
| 8-10 | Wanderer: Gain +3% to Survival. Also once per day, you may reroll a failed Knowledge check. Proceed to Profession Lifepath. |
Fey
While part of the same species, many of the different fey biologies cannot reproduce together. The fey have beliefs that this is due to the many facets of magic. Others believe it is due to evolution of the different types in different parts of the multiverse. They fall under the fey species due to other close biological similarities.
Choose your fey biology or let fate decide:
Table F1
| Roll 1d10 | |
| 1-6 | Elfling: Proceed to Table F2. |
| 7-8 | Feral elfling: Proceed to Table F3. |
| 9 | Faun: Proceed to Table F4. |
| 10 | Orog: Proceed to Table F5 |
Elfling
Lifespan: 130 years average Height: 3’ average Weight: 65 lb average Speed: 20
Common Names (these are shortened as Elflings often have very long names): Teela, Hass, Willow, Pherilyn, Espa, Elia, Xyla. (and example of the longer name is Tellasnayalanix)
Elfling adventurers are usually on their Calling—a period spanning most of the elfling’s life, when they leave home to travel the lands and fulfill their life’s purpose. An elfling has a difficultYour skill is halved when a task is harder than average, whi... More time staying in one place for very long, as they are driven by an insatiable need to explore. In a campaign based in one location, an elfling might encourage the group to move, explore, or do anything other than stay in that one place. If the campaign is located in a massive city like Seahaven, the elfling will be content enough to explore all the small areas and dark alleys of the city before wanting to move on.
Despite their size and tendency toward merriment, elflings should never be used as mere comic relief. They see themselves as integral players in the game of living on Atheles, and are rarely petty or trifling. Even when acting as a thief, an elfling would not be motivated by selfishness. Rather, elflings see themselves as agents of the chaos of Creation, so stealing or otherwise disrupting the established order may be considered their divine duty. An elfling might steal from one place only to move the stolen item somewhere else where the victim might find it—just to observe the resulting confusion. This is serious business to an elfling.
But this doesn’t mean they take life seriously, either. They have a great appreciation for jokes, gags, and laughter. This can sometimes annoy other party members, but their charisma and usefulness usually helps keep them wanted by adventuring parties.
Their selflessness is also a boon for any party. They rarely hesitate to risk themselves for others. They do this not for heroics or morality, but rather for the adventure of it, and perhaps to sate their boundless curiosity.
If elflings travel with companions for a prolonged period of time, they will form a bond with them and come to see the group as their nomadic family: those whom the Universe chose to share in their Calling. The elfling will always protect and help those with whom they have bonded. While this is endearing for companions, their propensity to get themselves in trouble can often swing the balance in the other direction. Having a poor understanding of—or distaste for—teran laws of ownership and control, they often run afoul of constables and nobles.
Due to their fey blood, iron causes discomfort in Elflings. They can use and wear it, but it may cause soreness, itching, or a skin irritation. Their connection with Atheles allows them less pain than other fey.
Biology: Elflings are harmed by Cold Iron, while steel causes discomfort. They also have Dark Vision 60’.
Choose your elfling background or let fate decide:
Table F2
| Roll 1d10 | |
| 1-4 | Tallgarden: You grew up in the elfling community of Tallgarden, a strong, peaceful community with close ties to the terans in nearby Kowal. Proceed to Table F6. |
| 5-8 | The Vale: You are from the rolling hills and mound homes of Vale. The idyllic Western lands surrounding the Vale are a sharp contrast from the brutal lands of the East. Proceed to Table F6. |
| 9-10 | Nomad: Some elfling families have no roots and instead allow their wanderlust to carry the tribe across all the lands. Proceed to Table F6. |
Feral Elfling
Lifespan: 90 years average Height: 3’ average Weight: 65 lb average Speed: 20
Common Names (feral elflings tend to only have short names): Asher, Vex, Nyna, Astar, Belax
Feral elflings were caught between worlds during the Disappearance. They lived in a harsh, dream-like world, fighting for their lives against both the environment and the demons that dwelt there. Unlike their cousins, feral elflings have little problem with violence, due to the extreme measures it took to survive during the Exile, as they call the Disappearance.
They have not adjusted well to life on Atheles, finding its inhabitants soft and weak. They do not get along with others, though some tribes have slowly begun to tolerate contactA contact is a player created NPC in the world who they know... More from the outside.
Physically, they are nearly identical to their elfling cousins, but with more wide set eyes, a paler skin tone, and their characteristicA hero's base physical and mental abilities. More sharpened teeth and tribal scarification.
Due to their fey blood, feral elflings can not use iron without hurting themselves. If a feral elfling wears or uses iron, they take 1d4 damage per hour. Steel causes discomfort, such as itching or soreness, but no real damage. Unlike their western cousins, their time spent in the In-Between caused feral elflings to develop a stronger aversion to iron and steel.
Biology: Feral elflings are harmed by Cold Iron, while steel causes discomfort. They also have Dark Vision 60’.
Choose your feral elfling background or let fate decide:
Table F3
| Roll 1d10 | |
| 1-5 | Your people returned from the In-Between and found themselves in the North two decades ago. They are mostly reacclimated to Atheles but have trouble adjusting to civilization. Proceed to Table F6. |
| 6-7 | Your people returned to Atheles in the Wastelands of the South. Their new home in Atheles is barely less dangerous than the In-Between. Proceed to Table F5. |
| 8-9 | Your people recently returned from the In-Between and are unfamiliar with this strange land, though their people have legends of a home they left behind many generations past. Proceed to Table F6. |
| 10 | You returned to Atheles from the In-Between very recently. You found yourself alone, hungry, and afraid of these strange new lands. Proceed to Table F6. |
Faun
Lifespan: 100 years average Height: 5’ 6” average Weight: 155 lb average Speed: 30
Common Names: Di, Cera, Ella, Jaas, Ora
Fauns are a reclusive race found in the Eastlands. They live in small communities deep in the forests, where they trade amongst themselves and with teran settlements when the need arises.
They stand about six feet tall and resemble terans. They have more body hair than most other races, pointed ears, and small horns. Their feet end in two large, flat toes, although they can still wear standard boots and shoes. They live an average of 100 years, though the loss of their habitat and disease has shortened their lifespans in recent centuries. Physically, fauns tend to be androgynous, and their culture recognizes three sexes. They have no terms for gender and often struggle with other cultures’ strict classifications and beliefs.
As a culture, they revere nature-based magic and talentsExtraordinary abilities that define your character. More.
Biology: Fauns are harmed by Cold Iron, while steel causes discomfort. They also have Dark Vision 60’.
Choose your faun background or let fate decide:
Table F4
| Roll 1d10 | |
| 1-5 | Sylvan: Your family was isolated deep in the mountain forests during the Disappearance and is unfamiliar with happenings of the world outside your village. Proceed to Table F6. |
| 6-8 | Warband: Your family fought in the Great War before being trapped in the In-Between. To survive those centuries in the In-Between, your band’s fierce side emerged. Proceed to Table F6. |
| 9-10 | Nomad: Your tribe spent the centuries lost, traveling the limbo of the In-Between, doing its best to avoid the harsher regions. After returning to Atheles, your family has continued its nomadic lifestyle. Proceed to Table F6. |
Orog
Lifespan: 150 years average Height: 7’ 6” average Weight: 400 lb average Speed: 30
Common Names: Ooda, Tul, Guo, Ot, Dod, Gue
Orogs are a large bipedal people who resemble tortoises. They are rare in the world found mostly in the southern, warmer lands.
They stand a head taller than even the tall elves, and their girth lends them to being much larger than most other denizens of the world. While this causes some inconveincience in normal housing accommodations, they have in general grown used to their size disparity. They have a large shell that gives them an added natural armor, but this makes wearing other species armor almost impossible. They often choose to wear minimal clothing, but decorate their shells with personal markings and color.
Biology: Orogs are slower in cold weather (below 40 degrees F), halving their movement. They gain +1 AVThe numeric value representing how much damage armor absorbs... More due to their shell and thick skin. Orogs are also almost always classfied Large in size.
Choose your orog background or let fate decide:
Table F5
| Roll 1d10 | |
| 1-4 | Ten Towns: You come from the Ten Towns, a settlement in Ish known for its high Orog population. Proceed to Table F6. |
| 5-8 | Wastelands: You come from a tribe in the Wastes, traveling out to seek a better life. Proceed to Table F6. |
| 9-10 | Outcast: You were outcast from your homeland. Proceed to Table F6. |
Choose your views of other species or let fate decide:
Table F6
| Roll 1d10 | |
| 1-2 | Isolationist: The other cultures bring trouble to themselves with war and violence. It’s best to be left alone. Proceed to Table F7. |
| 2-3 | Hurt: You have been affected by the violence of others and hold a grudge. Proceed to Table F7. |
| 4-6 | Optimist: Fauns and other cultures, especially terans, should work together. Proceed to Table F7. |
| 7-10 | Mindful: You judge every other creature by its own merits. Proceed to Table F7. |
Fey Heritage Bonus
Choose your fey heritage bonus or let fate decide:
Table F7
| Roll 1d10 | |
| 1-3 | Ancient fey: Mind influencing spells are difficultYour skill is halved when a task is harder than average, whi... More against you. May use the spell Animal Friend as a Standard Action. Proceed to Profession Lifepath. |
| 4-7 | Chaos fey: You are fearless. Fear based spells are difficultYour skill is halved when a task is harder than average, whi... More against you. Proceed to Profession Lifepath. |
| 8-10 | Wasteland fey: Gain +3% to Survival (Misc. Mod.). Proceed to Profession Lifepath. |
Elven
Lifespan: 250 years average Height: 6’ 6” average Weight: 195 lb average Speed: 30
Common Names: Azera, Ranariel, Entroth, Navarth, Solana, Vindalass, Orfindel, Gilandras
Elves have tall, slender bodies averaging 6’5” in height. They may have many different skin and hair colors. Their ears are pointed and their features are far more angular than terans and dworves. They live an average of 250 years.
The elves vary greatly in culture, but they share some similarities that players should keep in mind. Until recently, elves had not been seen in Atheles for 700 years. When they arrive in teran-populated areas, they are often looked upon with shock and fright. They have an aura that seems alien to terans. This effect fades with time, but wherever they travel, their appearance might cause problems.
During the Disappearance, all elves were pulled into the In-Between, a limbo between worlds. Time moves much slower there, and only 350 years passed for the elves during the 700 years that elapsed in Atheles. During their time in the In-Between, they could see events in Atheles flash by but were unable to interact. The elves now returning to Atheles have found themselves in an unfamiliar world—the home of their ancestors, which they know only from stories passed down by their elders. They find terans strange, and Atheles, which is much more “solid” than the limbo in which they were born, is overwhelming.
When playing an elf, it should be remembered that many have spent their lives in a strange, dreamlike place, and are now confronted with a new world with unfamiliar physics. Although the elves are powerful, they are not super-powered and may even suffer some disadvantages—which might offer a number of roleplaying opportunities. For example, elves with low Wisdom might have a hard time understanding the world outside their own culture. They might readily accept magic as normal, even mundane, but using it casually in a teran tavern could cause the locals to rise up against the “demons” and their “wicked ways.”
Due to their fey blood, elves cannot use iron without hurting themselves. If an elf wears or uses iron, they take 1d4 damage per hour. Steel causes discomfort such as itching or soreness, but no real damage.
Biology: Elves are harmed by Cold Iron. They have Dark Vision 60’ and require little food or water. They also need only 4 hours of sleep (but still require standard rest to regain health and mana)
Choose your elven background or let fate decide:
Table E1
| Roll 1d6 | |
| 1 | Losvari, the lost elves: The Losvari fought in the Great War on the side of Aradan. They were trapped in the In-Between after the war and have just recently returned. Proceed to Table E2. |
| 2 | Anavari, the wilde elves: The Anavari are mainly found in the bushlands between Ish and Endamas, but some tribes have migrated to the Wastelands and further north. Proceed to Table E2. |
| 3 | Kaelvari, the forest elves: The western wood elves. Their time during the Disappearance was more peaceful than most. Proceed to Table E2. |
| 4 | Alostrovari, the sea elves: The elves of the sea. They are rare in the East, but some can be found along the Western coast of the Inner Sea. Proceed to Table E2. |
| 5 | Evantari, the high elves: The Evantari believe themselves above the others. There are no settlements of Evantari in the East, but some may have come here to hunt the Orovari. Proceed to Table E2. |
| 6 | Orovari, the dark elves: These pale skinned elves have been at odds against the other elven cultures as far back as their written history reveals. Since the Return, they have united the clans and begun to migrate south from the cold exiled lands in the far North. Proceed to Table E2. |
Elven Heritage Bonus
Choose your elven heritage bonus or let fate decide*:
Table E2
| Roll 1d6 | |
| 1 | Alostrovari: Seafaring (once per day, when on a boat, you may reroll a skill check). Proceed to Profession Lifepath. |
| 2 | Anarvari: Forager (once per day, when in the wilderness, you may reroll a skill check). Proceed to Profession Lifepath. |
| 3 | Evantari: Dazeless, mind controlling spells are difficultYour skill is halved when a task is harder than average, whi... More against you. Proceed to Profession Lifepath. |
| 4 | Kaelvari: Fleet of Foot (in the forest, you move across difficultYour skill is halved when a task is harder than average, whi... More terrain at normal speed). Proceed to Profession Lifepath. |
| 5 | Losvari: Demon Sense (+10% knowledge checks about the Navirim, the In-between, and its inhabitants). Proceed to Profession Lifepath. |
| 6 | Orovari: Gain +3% to Survival (Misc. Mod.) and +3% knowledge checks about nature. Proceed to Profession Lifepath. |
*Your heritage bonus does not have to match your background. For example, you could be a Losvari elf who was raised by the Orovari.
Profession and Archetype Lifepath
Here you decide what skills, specialA special success if the roll is equal to or less than 1/5 t... More abilties, and training your character has had. Your characters abilities are defined by their profession which defines their main Skills, and TalentsExtraordinary abilities that define your character. More which can fall into different character Archetypes. After Character Creation, your Skills and TalentsExtraordinary abilities that define your character. More grow as you use them and as you adventure. You can let chance guide your path, or you can choose your Skills and Archetype to fit the hero of your imagination. You can also make your character by choosing (or randomly rolling) a Profession and choosing an Archetype that compliments your Profession Skills, or vice versa, choosing an Archetype (Warrior, Expert, Mage) and them picking a Profession that is applicable. Each Profession will have a suggested Archetype and Characteristics, which are listed in the Professions List (page $$)
Profession
Your profession could be your current work, an old trade, or even just training you received when you were younger. Your profession decides your main skills as well as your starting equipment.
Choose your profession or let fate decide:
| Roll 1d100 | Profession | Rarity | Suggested Archetypes |
| 1-2 | Artist | Rare | Expert |
| 3-4 | Assassin | Very Rare | Expert, Warrior |
| 5-6 | Athlete | Rare | Warrior |
| 7-11 | Begger | Common | Expert |
| 12-17 | Crafter | Very Common | Expert |
| 18-20 | Criminal | Common | Expert |
| 21-23 | Detective | Common | Expert |
| 24-26 | Entertainer | Common | Expert |
| 27-29 | Explorer | Common | Expert, Warrior |
| 30-37 | Farmer | Very Common | Expert |
| 38-40 | Gambler | Common | Expert |
| 41-46 | Herder | Very Common | Expert, Warrior |
| 47-54 | Hunter | Very Common | Expert |
| 55-60 | Laborer | Very Common | Expert, Warrior |
| 61-64 | Lawkeeper / Guard | Common | Warrior |
| 65 | Mage | Very Rare | Mage |
| 66-68 | Merchant | Common | Expert |
| 69 | Noble | Very Rare | Expert, Warrior |
| 70 | Occultist | Very Rare | Mage |
| 71-72 | Politician | Common | Expert |
| 73-74 | Priest | Common | Expert, Mage |
| 75-77 | Sailor | Common | Expert |
| 78-80 | Scholar | Common | Expert, Mage |
| 81-84 | Servant | Very Common | Expert |
| 85-89 | Soldier | Very Common | Warrior |
| 90-91 | Spy | Rare | Expert, Warrior |
| 92-95 | Thief | Common | Expert |
| 96-99 | Warrior | Very Common | Warrior |
| 100 | Witch Hunter | Very Rare | Mage, Warrior |
Archetype
TalentsExtraordinary abilities that define your character. More can fall under 4 categories, three of which are Archetype paths. Since TalentsExtraordinary abilities that define your character. More give you specialA special success if the roll is equal to or less than 1/5 t... More abilities, you should pick TalentsExtraordinary abilities that define your character. More to help realize the character you wish to play. While you could be a Ranger archetype with a profession in Gambling, your skills would not match up and may make it more difficultYour skill is halved when a task is harder than average, whi... More to play your character.
Archetypes fall under three paths, Warrior, Expert, and Mage. Warriors are fighters and soldiers, but also includes the Archeon who is specialized in neutralizing magic. Experts are Rangers and Rogues, but also includes the Factor, a charismatic skill focused hero. And finally the Mages, the most rare, are the wizards and warlocks, using mana to weave magic.
Choose your archetype or let fate decide:
| Roll 1d10 | Rarity | Archetype |
| 1-5 | Common | Warrior – you may not be trained, but you have a strong arm and know how to defend yourself. |
| 6-9 | Common | Expert – you may be a craftsperson or a farmer; your abilities lie in skill. |
| 10 | Rare | Mage – a user of magic, rare and often mistrusted. |
History Lifepath
Follow along and roll for each table to help create a backstory that fits in the Dark ReturnThe core setting for SagaBorn. It is a gothic fantasy TTRPG ... More setting.
Friends and Enemies
Who is the most important person in your early life?
Table H1
| Roll 1d6 | |
| 1 | Family |
| 2 | Friend |
| 3 | Enemy |
| 4 | Mentor |
| 5 | Religious Figure |
| 6 | Political Figure |
Family
Where is your family now?
Table H2
| Roll 1d6 | |
| 1 | They are wealthy and powerful. |
| 2 | They have a bountiful life and security. |
| 3 | They have lost everything and search for ways to survive. |
| 4 | They make enough to scrape by, but are happy and supportive. |
| 5 | They are no longer of this world. |
| 6 | I do not know my family. |
Religion
In the SagaBornSagaBorn is the name of the TTRPG system created by Michael ... More system, no powers or benefits come directly from the gods, so this is a roleplaying choice. There are many different churches and beliefs, so each of the options below can be viewed from many angles. A monotheistic church may believe that the Creator is the only god and the others are angels. Another church may believe the Creator is more a force of nature than a personal god and that Arias is the only true god. The beliefs of the people of Atheles are many and varied.
Choose your religious belief or let fate decide:
Table R1
| Roll 1d10 | |
| 1-3 | Monotheistic |
| 4-7 | Polytheistic |
| 8-10 | Agnostic |
The deities of Atheles are based on the ancient beliefs of the elves. Even if your character does not believe in the deities as gods, or you are monotheistic, you might still have a patron god that you pray to. Each culture has a different take on each god, but they all share common themes.
Choose your patron deity or let fate decide:
Table R2
| Roll 1d20 | |
| 1-2 | The Creator: maker of the universe |
| 3-4 | Tanthias: god of order and light |
| 5 | Arias: goddess of love |
| 6-7 | Lunare: goddess of nature |
| 8-9 | Sartas: god of travelers |
| 10 | Rindlebok: the trickster |
| 11-12 | Rom: god of war |
| 13 | Volinus: The god of weather |
| 14 | Moorukk: god of Death |
| 15-16 | Trund: god of the earth and forge |
| 17 | Claravis: goddess of magic |
| 18 | Arcist: god of magic |
| 19 | Kala: goddess of fate |
| 20 | Orum: god of time |
Magic
How does your character feel about magic and its return to Atheles? Elves, fauns, and elflings do not roll on this chart, as their cultures celebrate magic. Dworvs add +4 to their roll.
| Roll 1d10 | |
| 1-2 | You are afraid of magic. The thought seems alien and chills you to your core. |
| 3-4 | You are opposed to magic and its use. You believe magic is an abomination and should be weeded out and destroyed. |
| 5-6 | Magic makes you uncomfortable. |
| 7-9 | Magic has not been part of your life, so you have little opinion about it. |
| 10+ | You are open-minded about magic and those who use it. |
Name
Pick a name for your character and write it at the top of your character sheet.
Age
Determine your character’s age.
Choose your age or let fate decide:
| Roll 1d10 | |
| 1 | Young, you are a teenager of your species. |
| 2-6 | Young adult, you are considered to have passed into adulthood, but are still young for your species. |
| 7-9 | Adult, you are of an average age for your species. |
| 10 | Elder, you are old for your species. |
| Species | Biology | Lifespan (years) |
| Terian | Teran | 65 |
| Terian | Dweran | 85 |
| Terian | Dworven | 150 |
| Elven | Elf | 250 |
| Fey | Elfling | 130 |
| Fey | Feral Elfling | 90 |
| Fey | Faun | 100 |
| Fey | Orog | 150 |
Passions (Optional)
Choose or let fate decide:
Table P1
| Roll 1d10 | Passions |
| 1 | Devotion (Diety). See Table R1 |
| 2-3 | Fear (type or individual). Proceed to Table PF1 |
| 4-5 | Hate (group or individual). Proceed to Table IG1 |
| 6 | Honor |
| 7-8 | Love (group or individual). Proceed to Table IG1 |
| 9-10 | Loyalty (group or place) Proceed to Table PL1 |
Fears
Choose or let fate decide:
Table PF1
| Roll 1d20 | Fears |
| 1 | Darkness |
| 2 | Fire |
| 3 | Water (drowning, being on boats, rivers, etc) |
| 4 | Heights |
| 5 | Confined Spaces |
| 6 | Dying |
| 7 | The Dead |
| 8 | Storms |
| 9 | Rodents |
| 10 | Insects |
| 11 | Snakes |
| 12 | Magic |
| 13 | God/Gods |
| 14 | Pain |
| 15 | Demons/Navirites |
| 16 | Horses |
| 17 | Underground |
| 18 | Birds |
| 19 | Being Lost |
| 20 | Flying |
Individuals and Groups
Choose or let fate decide:
Table IG1
| Roll 1d20 | Individuals and Groups |
| 1 | Family |
| 2 | Mother |
| 3 | Father |
| 4 | Brother |
| 5 | Sister |
| 6 | Other Family |
| 7 | Childhood Friend |
| 8 | Family Friend / Acquaintance |
| 9 | Boss |
| 10 | Lord / Lady |
| 11 | King |
| 12 | Country |
| 13 | Church |
| 14 | Institution School |
| 15 | Institution Company |
| 16 | Institution Group |
| 17 | Rival Group |
| 18 | Guild |
| 19 | Enemy |
| 20 | Romantic Partner |
Loyalty
Choose or let fate decide:
Table PL1
| Roll 1d6 | Group or Place |
| 1-2 | Community |
| 3-4 | Location |
| 5-6 | Individual. Proceed to Table IG1 |
Choose or let fate decide:
Table PL2
| Roll 1d6 | Community |
| 1 | Neighborhood |
| 2 | City, Town, or Village |
| 3 | Church |
| 4 | Guild |
| 5-6 | Adventuring Group |
Choose or let fate decide:
Table PL3
| Roll 1d6 | Location |
| 1 | Neighborhood |
| 2 | City, Town, or Village |
| 3 | Church |
| 4 | Natural Area (Forest, Lake, Mountains, etc.) |
| 5 | Country / Kingdom |
| 6 | Home |
Crafting
All characters start with one craft skill at 40%.
Choose or let fate decide:
Table CR01
| Roll 1d8 | Crafting |
| 1 | Alchemy |
| 2 | Blacksmithing |
| 3 | Carpentry |
| 4 | Cooking |
| 5 | Leather Working |
| 6 | Poisoner |
| 7 | Tinkerer |
| 8 | Artificing* |
*Only if your character has a Spellcasting Talent. If they do not, please reroll.