recursal/Fanatic-Fandom huggingface dataset:
CC Meadow Burrower Region

## Region

Most Burrowers enlisted in the Grienzen Imperial Army are from one of the Grienzen states, with one exception, There are Burrowers who are citizens of Alemannia have enrolled in the Grienzen military as the only way to act on their desire to defend their kin in Grienzland against the Ascendancy of Man.

Burrowers hardly ever leave their home Region, but on rare occasions a Meadow Burrower will agree to leave her meadow due to human encroachment. In such circumstances, they usually relocate to a farm in need of a resident Burrower, or a vacant portion of a national forest, Even then it is rare they leave their Region, due to their connection to the land itself. Meadow Burrowers tend to have something of a regional character, and thus receive +1 to one Attribute based upon their Region.

### Selection Methods

There are two methods to determine your Region:

* **Intentional**: Choose your Region
* **Random**: Roll a d100

## Next Step

With your Region selected and your regional characteristic differences added to your base stats, move on to **Birthplace**.
CC HHL Class

## Social Class

The industrialization of the world has not erased the previous class distinctions of feudalism, but it has lead to the development of more classes to deal with the changing face of socioeconomic conditions. While there is considerable class mobility, many follow in their parents’ footsteps, and the opportunities a child is presented with later in life are heavily influenced by the means available to their parents to provide for them.

### Selection Methods

There are two methods to determine your Social Class:

* **Intentional**: Choose your Social Class. If you choose Lower or Upper Nobility, you must clear your character concept with the Game Master.
* **Random**: Roll a d100. If you receive a result of "Region-Specific," click on the link to that page.

### Effects

Increase two Attributes by 1. Social Class also confers the Early Education dice pool which can be used during that phase of character creation, so make a note of them.

## Next Step

With your Social Class selected and your Class influences added to your base stats, move on to **Traits**.
CC Royal Cat Female Region

## Region

Royal Cats are the least numerous of the Fey Cat ethnicities in the first place, let alone having joined the Grienzen Imperial Army, but there are some who have due to their capabilities. In those cases they usually take the role of officers or special operatives, and as such most of them come from the Grienzen states and are citizens. There are only two exceptions, with some still remaining in Ifrania having traveled to Uropa to assist in combatting the colonial powers there, to prevent them from continuing to expand in their home continent. Otherwise, a tiny minority of Royal Cats who were citizens of Alemannia have enrolled in the Grienzen military as the only way to act on their desire to defend their interests against the Ascendancy of Man.

Fey Cats have no particular connection to the Regions in which they live at the moment aside from Ifrania, though those who live there are extremely unlikely to join the military effort. Even still, there isn't a significant motivation to relocate to a new Region after emigrating to Grienzland outside of occasional opportunities in invitations to join aristocratic courts. Due to their ancient civilizational momentum, Fey Cats are not changed by what Region they live in, but they do pick up knowledge based on where they live now. As such, their Region gives them 1 Skill or Talent.

### Selection Methods

There are two methods to determine your Region:

* **Intentional**: Choose your Region
* **Random**: Roll a d100

### Effects

Increase one Skill by 1 or take a Talent.

## Next Step

With your Region selected and your regional characteristic differences added to your base stats, move on to **Social Class**.
CC Jackdaw Female Region

## Region

Most Night Ravens enlisted in the Grienzen Imperial Army are from one of the Grienzen states but there are a couple of exceptions. Some of the Night Ravens who are citizens of Alemannia have enrolled in the Grienzen military as the only way to act on their desire to defend their kin in Grienzland against the Ascendancy of Man.

Night Ravens are the most mobile of the races, often engaging in periodic migrations to enjoy a change in surroundings. However, they do have a single Region where they were born and view as their home, sharing characteristics in common with other Night Ravens in that area. Knowledge is freely exchanged during travel and as such, your Region only imparts an increase to two Skills.

### Selection Methods

There are two methods to determine your Region:

* **Intentional**: Choose your Region
* **Random**: Roll a d100

### Effects

Increase two Skills by 1 or one Skill by 1 and take one Talent.

## Next Step

With your Region selected and your regional characteristic differences added to your base stats, move on to **Social Class**.
CC Hardship

## **Hardship**

Every single person has had to face difficulty, trauma, dangers, or obstacles in their life, at some point. These Hardships shape who the person grows up to be in an indelible manner, for better or for worse.

### Selection Methods

There are four methods of determining which Hardship that you faced in your early life:

* **Intentional**: Choose a Hardship (get GM approval by having a good reason).
* **Creative**: Add one of your own (work with the GM to establish the Skill Test, outcomes and Effects before rolling the test).
* **Comprehensive**: Divide Parents' Social Class by 2 (round down), subtract 1, and add a d9 roll. If less than 1 or greater than 12, treat as 1 or 12 respectively.
* **Random**: Roll a d12.

Regardless of which Hardship you face, no one gets to choose whether they managed to rise to occasion and beat whatever Hardship confronted them, or collapsed under the pressure. As such, you must select one of the two Skill Test options listed with your Hardship, and make a Skill Test with a Difficulty 5 using the Attributes and Skills accumulated up to this point.

## How to make a Skill Test

Roll a number of dice equal to your Attribute, of size equal to your Skill. You count any dice that roll 6 or higher as a "Step" and compare the total number of Steps to the Difficulty.

Because the Difficulty is 5, if you score 5 Steps (a **Success**) or 6 or more Steps (a **Victory**) on your Skill test, you achieve the result of **Overcame**.

If you fall just short of the Difficulty (by only scoring 4 Steps) on your Skill test, this is called a **Dilemma**, and you achieve the **Survived** result.

If you miss the Difficulty (in this case by scoring 3, 2, 1, or 0 Steps) on your Skill test, this is a **Failure**, and you achieve the **Surrendered** result.

Use the result from this Skill Test to discover the outcome and incorporate the entire ordeal in your Background Summary. Keep in mind that you are more than welcome to reinterpret the nature of the Hardship and the resulting Outcome in whatever way you would like. The provided terms and explanations are just suggestions, not at all set in stone.

## Next Step

Go to the appropriate page based on the result of your Skill Test:

**Overcame**

**Survived**

**Surrendered**
CC HHZ Class

## Social Class

The industrialization of the world has not erased the previous class distinctions of feudalism, but it has lead to the development of more classes to deal with the changing face of socioeconomic conditions. While there is considerable class mobility, many follow in their parents’ footsteps, and the opportunities a child is presented with later in life are heavily influenced by the means available to their parents to provide for them.

### Selection Methods

There are two methods to determine your Social Class:

* **Intentional**: Choose your Social Class. If you choose Lower or Upper Nobility, you must clear your character concept with the Game Master.
* **Random**: Roll a d100. If you receive a result of "Region-Specific," click on the link to that page.

### Effects

Increase two Attributes by 1. Social Class also confers the Early Education dice pool which can be used during that phase of character creation, so make a note of them.

## Next Step

With your Social Class selected and your Class influences added to your base stats, move on to **Traits**.
CC FD Class

## Social Class

The industrialization of the world has not erased the previous class distinctions of feudalism, but it has lead to the development of more classes to deal with the changing face of socioeconomic conditions. While there is considerable class mobility, many follow in their parents’ footsteps, and the opportunities a child is presented with later in life are heavily influenced by the means available to their parents to provide for them.

### Selection Methods

There are two methods to determine your Social Class:

* **Intentional**: Choose your Social Class. If you choose Lower or Upper Nobility, you must clear your character concept with the Game Master.
* **Random**: Roll a d100. If you receive a result of "Region-Specific," click on the link to that page.

### Effects

Increase one Attribute by 1. Social Class also confers the Early Education dice pool which can be used during that phase of character creation, so make a note of them.

## Next Step

With your Social Class selected and your Class influences added to your base stats, move on to **Draconic Features**.
The Elementals

The Elementals are a group led by Arcane, operating directly under Lord Mirai. They act as "The second power" in The Kingdom.
Their individual souls expanded and *fused* with their bodies, for greater power and heightened potential.
The final version of The Elementals has a distinct ability: At Mirai's command, they can quickly merge themselves into Arcanity.

Members:

* Arcane (leader)

* Ignis

* Aqua

* Terra

* Aer

They are proud to be considered the most loyal servants of Mirai and their god considers them to be his family.

Former Members:

* Tennebrae
* Lux
* Victus
CC MB Class

## Social Class

The industrialization of the world has not erased the previous class distinctions of feudalism, but it has lead to the development of more classes to deal with the changing face of socioeconomic conditions. While there is considerable class mobility, many follow in their parents’ footsteps, and the opportunities a child is presented with later in life are heavily influenced by the means available to their parents to provide for them.

### Selection Methods

There are two methods to determine your Social Class:

* **Intentional**: Choose your Social Class. If you choose Lower or Upper Nobility, you must clear your character concept with the Game Master.
* **Random**: Roll a d100. If you receive a result of "Region-Specific," click on the link to that page.

### Effects

Increase one Attribute by 1. Social Class also confers the Early Education dice pool which can be used during that phase of character creation, so make a note of them.

## Next Step

With your Social Class selected and your Class influences added to your base stats, move on to **Jewel Heart**.
CC BC Eye Color

## Eye Color

Fey Cats inherit their eye color from their parents, with their left eye being determined by their father's left eye, and their right eye being determined by their mother's right eye. These eye colors are viewed as matrimonial with the right eye being the more important of the two for tracking lineage, but both together have an impact upon the overall development of the Fey Cat.

Among Bright Cats, eye colors are very different from the other Fey Cat ethnicities. Their primary color is blue, with purple and then red being the other choices. Blue is seen as the boldest of eye colors, focused entirely on justice and righteousness. Purple tends to be the more analytical of the colors, seeing truth and honesty above all else. And red eyes are the most direct and action oriented with a view toward the tasks at hand.

### Selection Methods

There are two methods to determine your Eye Color:

* **Intentional**: Choose your Eye Color
* **Random**: Roll a d100

### Effects

Increase two Attributes by 1. and two Skills by 1.

## Next Step

With your Eye Color selected and your separate lineage effects added to your stats, move on to **Traits**.
Swift Couriers

## Population

> *One of the **Terrestrial Spirits**.*
>
>

Energetic gait, oversized tail, attentive ears, an important message. Swift Couriers are the historic bearers of news good and bad, obeying the Chieftains in the previous age and switching their allegiance to the priesthood and royalty in the Era of Kings.

## Legend

Before the world was known and it was believed that every realm was its own leaf on the Heavenly Tree, the Swift Couriers were believed to be tasked by the Old Gods to carry Words of Creation to and fro. These Words ensured the upkeep of the Tree and served to prune away sick and dying worlds while shaping the lands and oceans in those the Old Gods wished to fill with life.

In more modern myths the Swift Couriers are seen more as communication spirits, exchanging their services for favors or offerings. Employing their supernatural means of safe travel, they can permit any leader who courts their loyalty to send word to his distant vassals nearly instantaneously. With the increase in modern technology allowing for greater permeation of mail services as well as the new invention of the radio, the awareness and appreciation of Swift Couriers is diminishing, leaving their future uncertain in relation to their interactions with mankind.

## Description

The smallest of spirits, Swift Couriers stand a mere foot and a half tall and weigh exceedingly little. They appear as tiny ladies with attentive eyes and twitchy ears, and sport a fluffy squirrel tail that fluffs out when frightened. Many sport uniforms traditionally worn by servants, seeming to take pride in their role to support humanity. As a general rule, Swift Couriers tend to avoid touching the ground whenever possible, preferring a perch or vantage spot, especially if a tree is available.

## Characteristics

### Capabilities

As previously mentioned, the primary capability of the Swift Courier is their ability to travel anywhere in the world nearly immediately. There are few obstacles that can prevent a determined Swift Courier, though it is believed that there are some forms of warding magic than can do so. In most cases, the Tree Runner can appear even in a locked room deep underground or on a vehicle flying through the sky without difficulty, though always out of sight. They are exceedingly secretive about their method of passing from one location to another, and manage to do so without being seen no matter the level of scrutiny.

### Weaknesses

As befitting their nature, the Swift Couriers' greatest flaw is her short attention span. A sucker for interesting tidbits of information, she may become distracted by juicy gossip or protected secrets, and should one know *how* to look, a Swift Courier can often be caught red-handed eavesdropping where she's not welcome.

As well, Swift Couriers are fast, but they are not strong. Their fiercest blows amount to feathery caresses, and they use their speed to escape danger rather than confronting it head-on. They also lack the inherent reviving capabilities of many of the other spirit types, meaning they can be killed fairly easily.
CC NR Hardship

## **Hardship**

Every single person has had to face difficulty, trauma, dangers, or obstacles in their life, at some point. These Hardships shape who the person grows up to be in an indelible manner, for better or for worse.

### Selection Methods

There are four methods of determining which Hardship that you faced in your early life:

* **Intentional**: Choose a Hardship (get GM approval by having a good reason).
* **Creative**: Add one of your own (work with the GM to establish the Skill Test, outcomes and Effects before rolling the test).
* **Comprehensive**: Divide Parents' Social Class by 2 (round down), subtract 1, and add a d9 roll. If less than 1 or greater than 12, treat as 1 or 12 respectively.
* **Random**: Roll a d12.

Regardless of which Hardship you face, no one gets to choose whether they managed to rise to occasion and beat whatever Hardship confronted them, or collapsed under the pressure. As such, you must select one of the two Skill Test options listed with your Hardship, and make a Skill Test with a Difficulty 5 using the Attributes and Skills accumulated up to this point.

## How to make a Skill Test

Roll a number of dice equal to your Attribute, of size equal to your Skill. You count any dice that roll 6 or higher as a "Step" and compare the total number of Steps to the Difficulty.

Because the Difficulty is 5, if you score 5 Steps (a **Success**) or 6 or more Steps (a **Victory**) on your Skill test, you achieve the result of **Overcame**.

If you fall just short of the Difficulty (by only scoring 4 Steps) on your Skill test, this is called a **Dilemma**, and you achieve the **Survived** result.

If you miss the Difficulty (in this case by scoring 3, 2, 1, or 0 Steps) on your Skill test, this is a **Failure**, and you achieve the **Surrendered** result.

Use the result from this Skill Test to discover the outcome and incorporate the entire ordeal in your Background Summary. Keep in mind that you are more than welcome to reinterpret the nature of the Hardship and the resulting Outcome in whatever way you would like. The provided terms and explanations are just suggestions, not at all set in stone.

## Next Step

Go to the appropriate page based on the result of your Skill Test:

**Overcame**

**Survived**

**Surrendered**
CC MB Early Existence

## Early Existence

After the formation of a Meadow Burrower's Jewel Heart beneath a field with plentiful plants, the Burrower's physically-manifested body will materialize over the next decade or so. During this time, the Flower Maiden's level of activity can vary greatly, as some will get lost wandering about their domain, while others get right to promoting plant growth or interacting with Humans in the area.

Eventually, this infancy will end for any Burrower who winds up joining society, but during this stage you will choose how your first years were spent.

### Selection Methods

There are four methods to determine the nature of your Early Existence:

* **Random**: Roll d6 and subtract 1.
* **Intentional**: Choose your Early Existence.
* **Creative**: Make one of your own following the listed Effects (get GM approval).
* **Comprehensive**: Roll Early Existence dice pool from Birthplace. Count each dice that rolls a 6 or higher as an "Advance," and find the row that matches the number of Advances rolled.

### Effects

Increase three Attributes by 1 and increase five Skills by 1.

## Next Step

With your Early Existence selected and your upbringing's effects added to your base stats, move on to **Religion**.
CC H Conscription

## Conscription Term

Conscripts in the Imperial Grienzen Army have the option of two different conscription terms, depending on their circumstances. Most citizens fulfill their duty by serving for two years for which they are compensated after completion, referred to as Compulsory Army Service. But those of higher means from more affluent backgrounds with sufficient academic achievement have the option of signing up for a one year period without payment, referred to as Voluntary Army Service due to its more select nature.

## 1-Year Voluntary Army Service

Those of higher classes with wealthier backgrounds or with degrees from more prestigious secondary schools have the opportunity of serving only one year, but they are not paid for their service. Additionally they must provision all of their required gear and equipment, and pay for their own food and lodging during this period. However, exemplary performance while completing the 1-year voluntary conscription is often a fast track to being offered a place in an officer cadet program.

You can (but do not have to) choose to have gone through the 1-Year Voluntary Army Service under one of two cases:

* You are from a Social Class of Lower or Upper Nobility.
* You are from a Social Class of Professional, Academic, or Military, and attended 9-Year Preparatory School or Studied Abroad during Further Education.

### Next Step

If you meet either of these criteria and want to take the offer, go on to **Voluntary Army Service**.

## 2-Year Compulsory Army Service

The majority of conscripts will serve a two year period of training, drill, instruction, and labor in the various skills needed to fight in wartime. Those who fulfill their conscription duty are paid for their work and are given a certificate of the skills mastered and their performance during their service, which potential employers greatly respect.

### Next Step

If you are not eligible for or do not wish to join the Voluntary Army Service, you must serve the **Compulsory Army Service**.
CC BC Class

## Social Class

The industrialization of the world has not erased the previous class distinctions of feudalism, but it has lead to the development of more classes to deal with the changing face of socioeconomic conditions. While there is considerable class mobility, many follow in their parents’ footsteps, and the opportunities a child is presented with later in life are heavily influenced by the means available to their parents to provide for them.

### Selection Methods

There are two methods to determine your Social Class:

* **Intentional**: Choose your Social Class. If you choose Lower or Upper Nobility, you must clear your character concept with the Game Master.
* **Random**: Roll a d100. If you receive a result of "Region-Specific," click on the link to that page.

### Effects

Increase two Attributes by 1. Social Class also confers the Early Education dice pool which can be used during that phase of character creation, so make a note of them.

## Next Step

With your Social Class selected and your Class influences added to your base stats, move on to **Eye Color**.
CC DD Hardship

## **Hardship**

Every single person has had to face difficulty, trauma, dangers, or obstacles in their life, at some point. These Hardships shape who the person grows up to be in an indelible manner, for better or for worse.

### Selection Methods

There are four methods of determining which Hardship that you faced in your early life:

* **Intentional**: Choose a Hardship (get GM approval by having a good reason).
* **Creative**: Add one of your own (work with the GM to establish the Skill Test, outcomes and Effects before rolling the test).
* **Comprehensive**: Divide Parents' Social Class by 2 (round down), subtract 1, and add a d9 roll. If less than 1 or greater than 12, treat as 1 or 12 respectively.
* **Random**: Roll a d12.

Regardless of which Hardship you face, no one gets to choose whether they managed to rise to occasion and beat whatever Hardship confronted them, or collapsed under the pressure. As such, you must select one of the two Skill Test options listed with your Hardship, and make a Skill Test with a Difficulty 5 using the Attributes and Skills accumulated up to this point.

## How to make a Skill Test

Roll a number of dice equal to your Attribute, of size equal to your Skill. You count any dice that roll 6 or higher as a "Step" and compare the total number of Steps to the Difficulty.

Because the Difficulty is 5, if you score 5 Steps (a **Success**) or 6 or more Steps (a **Victory**) on your Skill test, you achieve the result of **Overcame**.

If you fall just short of the Difficulty (by only scoring 4 Steps) on your Skill test, this is called a **Dilemma**, and you achieve the **Survived** result.

If you miss the Difficulty (in this case by scoring 3, 2, 1, or 0 Steps) on your Skill test, this is a **Failure**, and you achieve the **Surrendered** result.

Use the result from this Skill Test to discover the outcome and incorporate the entire ordeal in your Background Summary. Keep in mind that you are more than welcome to reinterpret the nature of the Hardship and the resulting Outcome in whatever way you would like. The provided terms and explanations are just suggestions, not at all set in stone.

## Next Step

Go to the appropriate page based on the result of your Skill Test:

**Overcame**

**Survived**

**Surrendered**
CC H Compulsory Army Service

For two years after you turned 20, you were serving your mandatory conscription term. During this time, you went through military drills to learn how to march, dig fortifications, read a map, set up a tent, handle a rifle, and follow orders.

## 20 or 21 Years Old

If your Current Age is 20 or 21, then you were in the middle of this period of physical training and martial preparation when it became clear that war was inevitable in 1914. As such, you knew that you would be going to war, but little did you suspect that you would be selected for a special assignment.

### Next Step

At this point, refer back to the option you chose for your Magical Predisposition. This predisposition was found during conscript screening, and you were sent off for special training as a result.

If you chose Paranatural Ability, move on to **Imperial War Mage Academy**.

If you chose Heavenly Gift, move on to **Ministry Corps Training**.

## 22 or Older

If your Current Age is 22 or older, then you have completed your Compulsory Army Service.
CC HM Class

## Social Class

The industrialization of the world has not erased the previous class distinctions of feudalism, but it has lead to the development of more classes to deal with the changing face of socioeconomic conditions. While there is considerable class mobility, many follow in their parents’ footsteps, and the opportunities a child is presented with later in life are heavily influenced by the means available to their parents to provide for them.

### Selection Methods

There are two methods to determine your Social Class:

* **Intentional**: Choose your Social Class. If you choose Lower or Upper Nobility, you must clear your character concept with the Game Master.
* **Random**: Roll a d100. If you receive a result of "Region-Specific," click on the link to that page.

### Effects

Increase three Attributes by 1. Social Class also confers the Early Education dice pool which can be used during that phase of character creation, so make a note of them.

## Next Step

With your Social Class selected and your Class influences added to your base stats, move on to **Traits**.
CC H Survived

## Hardship Result: Survived

If you scored a **Dilemma** (one Advance less than the Difficulty) on your Hardship Test, then you managed to muddle through the challenges that you encountered growing up. You did not exactly excel, but neither did you flounder your life circumstances.

### Effects

Increase one Attribute by 1, and increase three Skills by 1.

## Next Step

With your Hardship resolved and its effects added to your stats, move on to **Further Education**.
CC HC Class

## Social Class

The industrialization of the world has not erased the previous class distinctions of feudalism, but it has lead to the development of more classes to deal with the changing face of socioeconomic conditions. While there is considerable class mobility, many follow in their parents’ footsteps, and the opportunities a child is presented with later in life are heavily influenced by the means available to their parents to provide for them.

### Selection Methods

There are two methods to determine your Social Class:

* **Intentional**: Choose your Social Class. If you choose Lower or Upper Nobility, you must clear your character concept with the Game Master.
* **Random**: Roll a d100. If you receive a result of "Region-Specific," click on the link to that page.

### Effects

Increase three Attributes by 1. Social Class also confers the Early Education dice pool which can be used during that phase of character creation, so make a note of them.

## Next Step

With your Social Class selected and your Class influences added to your base stats, move on to **Traits**.
CC Sea Hound Male Region

### Special Skill Note

**Sea Hounds** have not explored or learned Medicine in the same way as surface races have, due to their history of living underwater where surgery and medicine simply do not work the same way they do as on the surface. As such, they relied upon their own form of Racial magic known as **Water-Blood Affinity** to treat illnesses and injuries. Because of this, the Medicine Skill is instead used to represent control over the blood-based magic of Hematurgy, which can only be used if you have points in Medicine at the end of character creation.

## Region

Sea Hounds originate from beneath the water, and have only recently begun to immigrate in small numbers onto land. Only one major enclave has been founded in Upper Luthairingia, but there are small numbers of Sea Hounds living in several other coastal states. Interacting with humans has taught them new things, but their nature is still more affected by which body of water they hail from. Sea Hounds receive +1 to two Attributes and +1 to two Skills.

### Selection Methods

There are two methods to determine your Region:

* **Intentional**: Choose your Region
* **Random**: Roll a d100

### Effects

Increase two Attributes by 1, and one Skill by 1.

## Next Step

With your Region selected and your regional characteristic differences added to your base stats, move on to **Inherited Memory**.
CC H Current Age

## Current Age

At this point, you will figure out your character's age at the start of the campaign, in 1914 when the War began. Most soldiers in the army are at least 20 years old, but those as young as 18 are allowed to enlist

### Selection Methods

There are three methods of determining your current age:

* **Intentional**: Choose your age, from 18 to 32.
* **Comprehensive**: Roll 2d13 and take the lowest result, roll d3 and add the result, and add 16 to the total.
* **Random**: Roll d15 and add 17 to the result.

### Effects

Increase two Skills by 1.

 28-32 | Investigation, Rapport, Composure, or Leadership

## Next Step

With your current age determined and the results of your age added to your stats, move on to determine your Most Important Relationship.

If you are 18-22, go **here for males**, or **here for females**.

If you are 23-27, go **here for males**, or **here for females**.

If you are 28-32, go **here for males**, or **here for females**.
CC Human Male Region

## Region

Most humans enlisted in the Grienzen Imperial Army are from one of the Grienzen states but there are a few notable exceptions. Many Grienzen colonists in Ifrania remain there to defend their homesteads, but plenty returned to defend the Fatherland. Likewise, a sizable number of male Grienzen citizens who took a ship to Amerrisque to start a new life have sailed back due to the rising tensions and inevitability of the upcoming war. And finally, some of the ethnically and linguistically Grienzen citizens of Alemannia have enrolled in the Grienzen military due to the official neutral stance taken by the Alemannian government.

While the majority of people live within the same region where they were born, recent advances in transportation technology have facilitated more relocation now than ever before. As a general rule, the region you select in this stage is the one where you were born, raised, and lived until enlisting in the army. The primary exceptions to this are if your Social Class is Transients (though even then, most simply move about within their birth region) or if you undergo Relocation during the **Hardship**.

### Selection Methods

There are two methods to determine your Region:

* **Intentional**: Choose your Region
* **Random**: Roll a d100

### Effects

Increase three Attributes by 1, and either three Skills by 1 or two Skills by 1 and a Talent.

## Next Step

With your Region selected and your regional characteristic differences added to your base stats, move on to **Magical Predisposition**.
CC DD Religion

## **Religion**

Nearly every single person in Grienzland — regardless of Race, sex, state, class, or other classifying factors — believes in the existence of the Living God, an afterlife, theological truth, perfect good and enticing evil, and so on. The overwhelming majority of people subscribe to Ortueism, but there are three major (and one minor) branches therein and allegiance to one of those denominations is influenced by geographical and Racial demographics.

The following are general trends that can be used when selecting what branch of Ortueism your parents passed on to you. Most people stay within the branch they were raised under unless they go through a Hardship (the next step) that changes their worldview or social circumstances, or are heavily influenced by a friend, husband, or religious authority from another denomination.

### Selection Methods

There are two methods to determine your Religion:

* **Intentional**: Choose your Religion
* **Random**: Roll a d100. If you receive a result of "Region-Specific," click on the link to that page.

### Effects

Increase one **Vitality** by 1, increase one Skill by 1, and gain a Conviction.

 **Ice Dragon** | 1-42
 **Lightning Dragon** | 1-12

### Religion Details

**Synenolicism**: +1 Nerve. +1 Investigation. Conviction: **Guardian Paragon**.

**Church of Unity**: +1 Breath. +1 Rapport. Conviction: **Favorite Holy Scripture**.

**Heavenly Tree**: +1 Fire. +1 Awareness. Conviction: **Prayer Symbol**.

**Austericism**: +1 Nerve. +1 Discipline. Conviction: **Guardian Paragon**.

## Next Step

With your Religion selected and your Conviction chosen on the appropriate page, move on to **Hardship**.
CC Magpie Male Region

## Region

Most Night Ravens enlisted in the Grienzen Imperial Army are from one of the Grienzen states but there are a couple of exceptions. A small number of male Night Ravens who had caught a ship to Amerrisque to start a new life have sailed back due to the rising tensions and inevitability of the upcoming war. Additionally some of the Night Ravens who are citizens of Alemannia have enrolled in the Grienzen military as the only way to act on their desire to defend their kin in Grienzland against the Ascendancy of Man.

Night Ravens are the most mobile of the races, often engaging in periodic migrations to enjoy a change in surroundings. However, they do have a single Region where they were born and view as their home, sharing characteristics in common with other Night Ravens in that area. Knowledge is freely exchanged during travel and as such, your Region only imparts an increase to two Skills.

### Selection Methods

There are two methods to determine your Region:

* **Intentional**: Choose your Region
* **Random**: Roll a d100

### Effects

Increase two Skills by 1 or one Skill by 1 and take one Talent.

## Next Step

With your Region selected and your regional characteristic differences added to your base stats, move on to **Social Class**.
CC B Overcame

## Hardship Result: Overcame

If you scored a **Success** (number of Steps was equal to the Difficulty) or a **Victory** (more Steps than the Difficulty) on your Hardship Test, then you managed to overcome the challenges that life threw at you. You did not need to learn as much in the process, but you thrived as a result of your experience.

### Effects

Increase two Attributes by 1, and increase one Skill by 1.

## Next Step

With your Hardship resolved and its effects added to your stats, move on to **Further Education**.
CC City Burrower Region

## Region

Most Burrowers enlisted in the Grienzen Imperial Army are from one of the Grienzen states but there are a couple of exceptions. Very few Burrowers accompanied the Grienzen settlers who colonized areas of Ifrania, but some noble houses did take their household Burrowers with them. Upon returning to Grienzland to take up military duty, some of those Burrowers did return to fight alongside their human companions. Additionally, there are Burrowers who are citizens of Alemannia have enrolled in the Grienzen military as the only way to act on their desire to defend their kin in Grienzland against the Ascendancy of Man.

Burrowers hardly ever leave their home Region, but on rare occasion a City Burrower will follow the family whose house it dwells within, most often in cases when the house burns down or is otherwise destroyed. Sometimes this will take them to other Regions, but this is uncommon. As they are tied to the land itself, Burrowers tend to have something of a regional character, and thus receive +1 to one Attribute based upon their Region.

### Selection Methods

There are two methods to determine your Region:

* **Intentional**: Choose your Region
* **Random**: Roll a d100

## Next Step

With your Region selected and your regional characteristic differences added to your base stats, move on to **Birthplace**.
CC NR Further Education

## Further Education

After reaching adolescence, your options broaden up and your life begins to come under your control a bit more. Many go on to learn further in advanced schooling of some variety, however there are those who must go into the workforce early or are lost to the criminal underbelly of society due to poor upbringing.

Keep in mind that this stage only determines what level of Further Education you actually finished; a lower result might mean that you attempted to go for a higher level of education, but flunked out of it and wound up with something lower. Or on the other hand, a higher level of education might come about due to starting off lower and being noticed and given an opportunity at education beyond your station.

### Selection Methods

There are three ways of determining how your development was shaped after getting out of your Early Education:

* **Intentional**: Choose a Further Education manually, though if you choose far above or below your station you should provide a good reason for doing so in your **Background Summary**.
* **Creative**: Make one of your own following the listed Effects (get GM approval).
* **Comprehensive**: Take Social Class number and divide by 3, rounding up. Add Early Education number divided by 2, rounding down. Subtract an amount based on your result from Hardship: -1 if Overcame, -2 if Survived, or -3 if Surrendered. Then roll two dice, a d2 and a d3, and add the result to the total before consulting table below. If less than 1 or greater than 9, treat as 1 or 9 respectively.
* **Random**: Roll 4d3 and subtract 3.

### Effects

Increase one Attribute by 1. Additionally, gain the benefits of one of the following options:

* Increase five Skills by +1. Gain a Talent in one of those Skills.
* Increase a single Skill by +2 and three more Skills by +1. Gain a Talent in the +2 Skill.
* Increase two Skills by +2 and one more Skill by +1. Gain a Talent in one of the +2 Skills.

## Next Step

With your Further Education selected and your adolescent years' effects added to your stats, move on to **Favorite Pastime**.
CC Bright Cat Female Region

## Region

While the threat posed by the Ascendancy of Man is very real and pressing, the most common motivation for Bright Cats to join the Grienzen Imperial Army is due to their flagrant disrespect for national borders. Given their mindset, it is not difficult to understand why all Bright Cat soldiers come from within the Grienzen states. Additionally, all Bright Cats living within Bayernia have joined the Bayernian Army under the command of the Bayernian War Ministry instead of the Imperial Army. Similarly, there are less Bright Cats from the Lesser States due to Sachden fielding its own army.

Bright Cats are extremely territorial and view the notion of moving to a different territory as entirely alien and unfathomable without the command of a Royal Cat to do so. As such, nearly all Bright Cats remain in the Region where they were born, outside of Royal Cat bodyguards. It is only their stern adherence to orderly breeding programs that ensures that they have not been changed by the lands they live in now, with only very minimal differences in Region-specific knowledge based on where they are living. As such, their Region only gives them 1 Skill or Talent.

### Selection Methods

There are two methods to determine your Region:

* **Intentional**: Choose your Region
* **Random**: Roll a d100

### Effects

Increase one Skill by 1 or take a Talent.

## Next Step

With your Region selected and your regional characteristic differences added to your base stats, move on to **Social Class**.
CC HH Clan

## Ancestral Half-Horse Clan

All Half-Horses in Uropa come from one of seven historical tribes that fled from Wassia after the downfall of their empire. While each tribe has long since fully devoted itself to the fate of the whole of Lovasz Half-Horses, there remains an importance placed on family trees and ancestry from those original seven clans. Each one has a slightly different character to it that is still noticeable even 900 years after the formation of their homeland of Karpania, and Half-Horses living in Grienzland and Ledzianie still honor and track their lineage to this day.

### Selection Methods

There are two methods to determine your historical lineage:

* **Intentional**: Choose your Ancestral Clan
* **Random**: Roll a d8

### Effects

Increase one Attribute by 2, two Attributes by 1, and two Skills by 1.

## Next Step

With your Ancestral Clan selected and your lineage's effects added to your stats, **click on the link in the name of the Ancestral Can** you were born into to proceed to your Social Class,
CC H Further Education

## Further Education

After reaching adolescence, your options broaden up and your life begins to come under your control a bit more. Many go on to learn further in advanced schooling of some variety, however there are those who must go into the workforce early or are lost to the criminal underbelly of society due to poor upbringing.

Keep in mind that this stage only determines what level of Further Education you actually finished; a lower result might mean that you attempted to go for a higher level of education, but flunked out of it and wound up with something lower. Or on the other hand, a higher level of education might come about due to starting off lower and being noticed and given an opportunity at education beyond your station.

### Selection Methods

There are three ways of determining how your development was shaped after getting out of your Early Education:

* **Intentional**: Choose a Further Education manually, though if you choose far above or below your station you should provide a good reason for doing so in your **Background Summary**.
* **Creative**: Make one of your own following the listed Effects (get GM approval).
* **Comprehensive**: Take Social Class number and divide by 3, rounding up. Add Early Education number divided by 2, rounding up. Subtract an amount based on your result from Hardship: -1 if Overcame, -2 if Survived, or -3 if Surrendered. Then roll two dice, a d2 and a d3, and add the result to the total before consulting table below. If less than 1 or greater than 9, treat as 1 or 9 respectively.
* **Random**: Roll 4d3 and subtract 3.

### Effects

Increase one Attribute by 1. Additionally, gain the benefits of one of the following options:

* Increase six Skills by +1. Gain a Talent in one of those Skills.
* Increase a single Skill by +2 and four more Skills by +1. Gain a Talent in the +2 Skill.
* Increase two Skills by +2 and two more Skills by +1. Gain a Talent in one of the +2 Skills.

## Next Step

With your Further Education selected and your adolescent years' effects added to your stats, move on to **Favorite Pastime**.
CC Tundra Female Region

## Region

Most Wolfen enlisted in the Grienzen Imperial Army are from one of the Grienzen states but there are a few notable exceptions. Only a small number of Grienzen Tundra Wolfen moved to Amerrisque, and hardly any female Tundra Wolfen returned, as they had families and households to tend to while their husbands went to help defend the Fatherland. On the other hand, some of the Wolfen who are citizens of Alemannia have enrolled in the Grienzen military as the only way to act on their desire to defend their kin in Grienzland against the Ascendancy of Man.

While the majority of people live within the same region where they were born, recent advances in transportation technology have facilitated more relocation now than ever before. As a general rule, the region you select in this stage is the one where you were born, raised, and lived until enlisting in the army. The primary exceptions to this are if your parents are if you undergo Relocation during the **Hardship**.

### Selection Methods

There are two methods to determine your Region:

* **Intentional**: Choose your Region
* **Random**: Roll a d100

### Effects

Increase two Attributes by 1, and one Skill by 1 or take a Talent.

## Next Step

With your Region selected and your regional characteristic differences added to your base stats, move on to **Social Class**.
CC Compulsory Army Service

To determine your current status, we must look at your age when the war begins.

* **Intentional**: Decide for yourself.
* **Random**: Roll d10. A 1 means you are 20 or 21 years old and still serving your Army Service. Anything higher means you are older than 21.

## 22 or Older

If you are 22 or older, then you have completed your Compulsory Army Service.
CC ID Class

## Social Class

The industrialization of the world has not erased the previous class distinctions of feudalism, but it has lead to the development of more classes to deal with the changing face of socioeconomic conditions. While there is considerable class mobility, many follow in their parents’ footsteps, and the opportunities a child is presented with later in life are heavily influenced by the means available to their parents to provide for them.

### Selection Methods

There are two methods to determine your Social Class:

* **Intentional**: Choose your Social Class. If you choose Lower or Upper Nobility, you must clear your character concept with the Game Master.
* **Random**: Roll a d100. If you receive a result of "Region-Specific," click on the link to that page.

### Effects

Increase one Attribute by 1. Social Class also confers the Early Education dice pool which can be used during that phase of character creation, so make a note of them.

## Next Step

With your Social Class selected and your Class influences added to your base stats, move on to **Draconic Features**.
CC Voluntary Army Service

To determine your current status, we must look at your age when the war begins.

* **Intentional**: Decide for yourself.
* **Random**: Roll d10. A 1 means you are 20 years old and still serving your Voluntary Army Service. Anything higher means you are older than 21.

## Older than 21

If you are not still 20 years old, then you have completed your Voluntary Army Service.
Viccrux

The *Viccrux* are the predominant population in Mirai's Kingdom. They largely resemble humans, but are "better", as Mirai said.

Viccrux have a very strong, unshakable faith in Mirai.

Originally, Viccrux were humans brought to the Kingdom after certain disasters happened on their planets of origin. When said migration happened, Mirai gave them the choice of staying on Viccra and worshipping him as a god, or be returned.

They grew in number, because of Mirai's constant migration of people to Viccra and their own life on the new world. The first city built by them was the City of Viccra, which ended up being the name of the planet.

"And thus, I shall call you Viccrux." - Mirai's declaration of the people's name.

With time, they changed: they became immune to most illnesses and were healthy. Most Viccrux live over 120 years.