Customisation

**Customisation** is one of the core aspects of *Book of Travels*, with various options in each category to choose from.

## Form

*Main article: Form*

A form is a basic wanderer archetype used as a starting template to create a new character. There are more than twenty forms to choose from. The player's selected form determines a range of options and pre-set characteristics for their wanderer and can also inspire them to roleplay in a certain way. In addition, the player will be granted an origin and a wind affinity. There are several start-up forms to choose from, as well as more unique ones that can be discovered and unlocked while travelling.

### Origin

*Main article: Origin*

A wanderer's origin describes what type of people they are related to. Each type of being has its own strengths and weaknesses.

### Wind Affinity

*Main article: Wind*

A wanderer's wind affinity makes learning abilities relating to that wind easier. Each type of being has a connection to one of the Four Great Winds.

Those with an affinity to the Northern Wind are cerebral and orientated towards science, protection, and group aiding spells.

Those with an affinity to the Southern Wind are orientated towards physicality, interactions, and trade.

Those with an affinity to the Eastern Wind are naturalistic, spiritual, and often include animal skills and survival tricks.

Those with an affinity to the Western Wind are often focused towards creativity, illusions, and strong magics.

## Background

> Regardless if its a past you cherish or despise, your background affects who you are and will influence your future. Your wanderer's age and gender does not affect gameplay and is included solely for any roleplaying purpose you choose to pursue when playing your character.
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A background stems to a person's upbringing, and plays an influence in the wanderer's presence in the world. The wanderer's age and gender are included solely for immersion. The category also comes with a biography field, where the player can write bespoke information, such as details about their character's life story and their motivations for their endeavor.

## Traits

*Main article: Trait*

A person's personality and nature are represented through their traits. The category comes with additional fields, where the player can input custom information to further flesh out their character. While there is some overlap, the list of traits offered to choose from varies between forms.

## Skills

*Main article: Skill*

Skills are subdivided into four categories: knots (supernatural abilities), abilities (mundane abilities), teas (consumable potion effects), and passives (permanent bonuses).

Each of the skills in the game is associated with one of the Four Winds, with all skills within the category having certain commonalities, such as how eastern skills are focused on nature, while southern skills are more physical. Players will find it easier to learn skills associated with a form's wind specialty, thus providing a way of specializing and differentiating between the different forms.

Players can choose up to three initial skills (currently out of five available starting skills), and they can gain more as they progress. Talents are also included in the skill section, and they allow the player to allocate points to the many talents that the player wishes to employ, although these have yet to be incorporated into the game.

 Hide in water

## Appearance

A form's appearance can be further altered by the following elements: eye colour, and voice (currently out of three available). The category comes with additional fields, where the player can input additional information about their character's appearance.

## Equipment

*Main article: Equipment*

> You start your journey with a handful of items in your pack and some worn equipment. On your travels you can strive to get new and better equipment by exploring, trading and overcoming challenges and enemies. There is no coinage or specific currency in use in the Braided Shore, so mastering the art of trading will be key to your material wealth. You cannot carry an infinite amount in your pack. Renting luggage space at a train masters stash, available on most train stations, is a good way to store things you want to keep but don't have immediate use for.
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Equipment and personal possessions are received at random through dice roll, although the player can store and recall previous rolls. There are sixteen compartments for personal belongings and numerous slots for equipment. Slots included are for; Headgear, Backpack, Necklace, Accessory, Main hand, Arm, two Ring slots, Feet, Belt, Body, Cape, Off hand, and Instrument.

## Name

> Your given—and family names—will appear to all the member of any party of wanderers you join. Your name will stay with you and cannot later be changed. Much power lies in a person's true name. Choose it with care.
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Similar with equipment, first and last names are received at random through dice roll. The concept behind this is to ensure cohesiveness stays consistent throughout the game. Names can also be stored and recalled, but they cannot be modified afterwards.

Players may also give their wanderer a nickname by typing in any name they choose. Unlike pre-generated names, nicknames may be modified afterwards.