recursal/Fanatic-Fandom huggingface dataset:
CC DD Surrendered

## Hardship Result: Surrendered

If you scored a **Failure** (not enough Steps for a Dilemma, i.e. two or fewer Steps than Difficulty) or a **Disaster** (a Failure and a **Stumble**) on your Hardship Test, then you were defeated by the challenges that life laid upon your shoulders. You gave in to temptation, you failed to rise to the challenge, and your life suffered significantly as a result. The only upside is that you learned some very hard lessons as a result of what you had to go through.

### Effects

First select one of the two presented outcomes, **A** or **B**, whichever is more to your liking. Decrease one Attribute by 1, increase one Attribute by 1. Choose one of the three listed Skills to increase by 2, and increase the other two Skills by 1. And finally, gain a Talent in the Skill you chose to increase by 2.

## Next Step

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

## Early Education

Most youths in Grienzland attend free, Preusvian-style primary schooling until age 10, but there are still those who do not attend due to life circumstances and social class. Colonial citizens have to resort to other options, and the children of the poorest citizens often fall into other pursuits out of desperation or impatience.

### Selection Methods

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

* **Intentional**: Choose your Early Education. Note: if you do not select Preusvian Primary Schooling, you must provide a good explanation for doing so in your Background Summary.
* **Creative**: Make one of your own following the listed Effects (get GM approval).
* **Random**: Roll a d6 and subtract 1.
* **Comprehensive**: Roll Early Education dice pool from Social Class. 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 either increase five Skills by 1 or increase four Skills by 1 and gain a Talent.

## Next Step

With your Early Education selected and your childhood's effects added to your base stats, move on to **Religion**.
CC H Overcame

## Hardship Result: Overcame

If you scored a **Success** (number of Advances was equal to the Difficulty) or a **Victory** (more Advances 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**.
Ballet on Broken Seas

Ballet on Broken Seas is a playtest platform for testing the Iron Dice of War system. The setting is the world of Hayleth, a land with many continents divided by significant amounts of water.

On Hayleth, naval combat has traditionally involved great vessels of steel, but the latest generation of maritime warfare is focused around the newest innovation in naval technology: Fleet Maidens.

Looming constructs of advanced materials and superior weaponry, Fleet Maidens are giant fighting machines controlled by Neuromorphic Processing Cores (called Neuro-Cores for short), running emulations of brain scans of elite female officers from across the nation. Why are they all women? Multiple reasons, including beneficial morale impact on naval personnel, the superior balance and coordination of the female brain, the stability-promoting lower center of gravity of the female form, the harmful effects of dysmorphia when mismatching male brain scans with feminine body design, and the management of public fears after the first several masculine war robots went rogue and inflicted mass casualties.

So how does a bipedal humanoid war machine operate on the water? Through the use of Surface Tension Amplification Reactors built into every Fleet Maiden's boots. STAR Shoes apply a modulation field to the water beneath their feet, allowing them to stand or even slide and skate across the waves as needed. Although quite energy intensive, this allows Fleet Maidens to move quicker than traditional warships which gives them a significant strategic and tactical edge in naval combat.

## Basics of Combat

**Initiative and Combat Structure**

**Combat Actions**

**Movement**

**Attacks and Modifiers**

## The Battlefield and its Inhabitants

**Character Stats**

**Enemies and Allies**

## Sustaining and Surviving Damage

**Resisting Attacks and suffering Damage**

**Damage Complications**
CC HOM Relationship

## Most Impactful Relationship

No one goes through their life alone, and there is one person who's had the most impact on your upbringing. This might constitute a single, resonant encounter that changed your worldview or life for good, or the influence of a long-term relationship drawn out over many years to help you grow into the person you became.

### Selection Methods

There are four methods of picking a relationship:

* **Intentional**: Choose one.
* **Creative**: Make one of your own following the listed Effects (get GM approval).
* **Comprehensive**: Roll d30. For 29-30, consult the Background-specific table below.
* **Random**: Roll a d11 and take the entry corresponding to that number (i.e. Parent is 1, Sibling is 2, etc.).

### Effects

Increase one Vitality by +1, and gain a Talent in one of the listed Skills.

## Companion

You gain a loyal (though with a sense of self-preservation and an individual will) guardian companion NPC to be designed in collaboration with the GM and played by the GM.

## Next Step

With your Most Impactful Relationship selected and the effects of this important person added to your stats, move on to **Recruitment**.
CC HYM Relationship

## Most Impactful Relationship

No one goes through their life alone, and there is one person who's had the most impact on your upbringing. This might constitute a single, resonant encounter that changed your worldview or life for good, or the influence of a long-term relationship drawn out over many years to help you grow into the person you became.

### Selection Methods

There are four methods of picking a relationship:

* **Intentional**: Choose one.
* **Creative**: Make one of your own following the listed Effects (get GM approval).
* **Comprehensive**: Roll d30. For 27-30, consult the Background-specific table below.
* **Random**: Roll a d9 and take the entry corresponding to that number (i.e. Parent is 1, Sibling is 2, etc.).

### Effects

Increase one Vitality by +1, and gain a Talent in one of the listed Skills.

### Background-Specific Result

 **Upper Nobility** | Bodyguard/Companion

## Companion

You gain a loyal (though with a sense of self-preservation and an individual will) guardian companion NPC to be designed in collaboration with the GM and played by the GM.

## Next Step

With your Most Impactful Relationship selected and the effects of this important person added to your stats, move on to **Recruitment**.
Posie

Posie is the best friend of Hazel and Lavender and a main character of Little Charmers.

Theme Color: Blue

Symbols: Musical Notes, Flowers

Pet: Treble

Gender: Female

Hair Color: Blonde

Eye Color: Blue

Relatives

Parsley (older brother)

Thistle (younger brother)

Magical Abilities

Posie is a Spellerina which means she is talented with both magic and music.

Magical Equipment

"Lavender, quick! In my pack! Get me my mushroom magnifying glass!"

To see this subject in detail, see the page: Broomy

Wand

Posie's wand is a light green flute with pale yellow accenting it. The top where music and magic comes out is a pink flower, while the mouth piece and finger hole on the bottom is fuchsia.

Broom

The stick resembles a green flower stem with a pink flower near the top. The broom is made of several green leaves and pieces of plant with pink flower chains lining each side and flowing from the tip.

Trivia

Posie is named after the flower of the same name.

Her symbols are the musical note, and Posie flower.

Posie is Hazel's best friend.

She and Lavender got their bodies switched once.

Posie is always the charmer who comes up with something new. A notable example includes the musical band Rainbow Sparkle.
CC MB Birthplace

## Seedbed

Burrowers are not born to parents, but instead are made of coalesced environmental Essence. This spirit energy gathers in several sorts of places, but Meadow Burrowers specifically are born of the ambient Essence associated with vegetation and the animals that feed on it. The circumstances of the nature surrounding where a Field Fairy's **Jewel Heart** forms has a considerable influence on her early upbringing, as well as having a small impact on her demeanor when fully matured.

### Selection Methods

There are four methods to determine your Birthplace:

* **Intentional**: Choose your Birthplace.
* **Random**: Roll a d6.
* **Comprehensive**: Roll a d12. For results of 7 or higher, move on to the Region-Specific Birthplace Table below.
* **Creative**: Create your own Birthplace following the listed Effects below, pending GM approval.

### Effects

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

### Region-Specific Birthplace Table

For a roll of 7 or higher on the d12, consult the column that matches the region you are from, and use the result from the original roll to determine your Birthplace. Then consult the table above to find the matching effects.

## Next Step

With your Seedbed selected and your Birthplace's influences added to your base stats, move on to **Jewel Heart**.
CC Magpie 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 NRM 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 **Arcane Heritage**.
CC B Surrendered

## Hardship Result: Surrendered

If you scored a **Failure** (not enough Steps for a Dilemma, i.e. two or fewer Steps than Difficulty) or a **Disaster** (a Failure and a **Stumble**) on your Hardship Test, then you were defeated by the challenges that life laid upon your shoulders. You gave in to temptation, you failed to rise to the challenge, and your life suffered significantly as a result. The only upside is that you learned some very hard lessons as a result of what you had to go through.

### Effects

First select one of the two presented outcomes, **A** or **B**, whichever is more to your liking. Decrease one Attribute by 1, increase one Attribute by 1. Choose one of the three listed Skills to increase by 2, and increase the other two Skills by 1. And finally, gain a Talent in the Skill you chose to increase by 2.

## Next Step

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

## Most Impactful Relationship

No one goes through their upbringing entirely alone, and if forced to consider it, you have to admit that there has been a single individual who has had the most impact on your development. This might constitute a single, resonant encounter that changed your worldview or life for good, or the influence of a long-term relationship drawn out over many years to help you grow into the person you became.

### Selection Methods

There are four methods of picking a pastime:

* **Intentional**: Choose one.
* **Creative**: Make one of your own following the listed Effects (get GM approval).
* **Comprehensive**: If your Social Class was that of Lower or Upper Nobility, roll a d10. If your Hardship was Crisis of Faith and you Overcame, roll a d12 with 10-12 being reduced to 9. If your Hardship was Crisis of Faith and you Surrendered or Survived, roll a d8. Otherwise, roll a d9.
* **Random**: Roll a d10.

### Effects

Varies depending on relationship.

Companion: You gain a loyal (though with a sense of self-preservation and an individual will) guardian companion NPC to be designed in collaboration with the GM and played by the GM.
CC Cave 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 extremely rare occasions a Cave Burrower will agree to leave her cave due to human encroachment. Even then they will usually find a new home within the same mountain range, though some will join a human mining company or work in fabrication. Still, most Cave Burrowers tend to stay in the same Region due to their connection to the land itself, and as such have something of a regional character that grants them +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 HHVe 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 NR 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 B Survived

## Hardship Result: Survived

If you scored a **Dilemma** (one Step 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 DD 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 DD Early Education

## Early Education

Due to their large size, Dragon Daughters have presented the most challenge when it comes to integrating them into the Grienzen schooling system. Most schoolhouses cannot fit even an infant Dragon Daughter, so they are generally taught outside or else allowed to listen in through open windows. Teaching material such as books and worksheets is another issue, so most Dragon Daughters are taught and tested through verbal instruction and more hands-on field experience.

### Selection Methods

There are five methods to determine the nature of your Early Education:

* **Default**: Choose Taught By Mother.
* **Intentional**: Choose your Early Education.
* **Creative**: Make one of your own following the listed Effects (get GM approval).
* **Random**: Roll a d6 and subtract 1.
* **Comprehensive**: Roll Early Education dice pool from Social Class. 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 either increase five Skills by 1 or increase four Skills by 1 and gain a Talent.

## Next Step

With your Early Education selected and your childhood's effects added to your base stats, move on to **Religion**.
CC NRJ 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 **Arcane Heritage**.
The Story of Mirai Wiki

**Greetings, human... Welcome to the The Story of Mirai Wiki!**
This wiki is built by the Author for additional info on the book.

## Important articles

* Categories
* Characters
* Entities
* Locations
* Planets
* Weapons
* Attack types
* Attacks
* Abilities

* Mysteries of the Universe

*Need help building out this community?*

* Getting Started
* How to Contribute
* Managing your new community
* Guides
* All Help articles

You can also be part of the larger Fandom family of communities. Visit Fandom's Community Central!

*Community Founders*: Write a good and paragraph-length description for your welcome section about your topic. Let your readers know what your topic is about and add some general information about it. Then you should visit the admin dashboard for more tips.
CC MB Jewel Heart

## Jewel Heart

Every **Burrower** has a physical core that acts as an anchor for her physical manifestation in the world. This Jewel Heart takes the form of a brilliant gemstone containing the Essence construct of a Burrower's soul, and as such it is the most vital possession a Burrower owns. Its destruction constitutes the death of a Burrower, and unless destroyed she is able to regenerate her body over time even if completely obliterated.

Meadow Burrowers are born to tend to the wild gardens of nature, and as such their Jewel Hearts form beneath glades in forests, in fields, and other locations with plentiful plant life. The Essence from these plants and the ecosystems that they are a part of slowly filters down into the rock beneath the dirt to solidify into lumps of magical mineral that generates their bodies from it. It is only within recent years that Flower Maidens have worked with Humanity to relocate their Jewel Hearts in the cases of construction or other encroachment onto their birth plots of land. Many have moved to farmlands to help with the agriculture there, and others into city parks to integrate more with Human civilization.

### Selection Methods

There are two methods to determine your Jewel Heart:

* **Intentional**: Choose your Jewel Heart
* **Random**: Roll a d4

### Effects

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

## Next Step

With your Jewel Heart selected and your parent's influences added to your stats, move on to **Traits**.
CC DC 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 Dark Cats, eye colors are mainly limited to gold, blue, and red. Gold is understood to be the color of the most curious, observant and desirous of knowledge. Blue eyes are possessed by those who pass judgement on others, sorting through the available knowledge to determine the validity of it all. And red eyes belong to those who are most willing to exploit gathered knowledge to manipulate the world around them, for better or for worse.

### 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**.
CC CaB Traits

## Traits

Although Cave Burrowers are born of ambient Essence that collects in caves and mines and as such do not have parents from whom to inherit genes, they still stand out as individuals due to an unknown means of differentiating them from the baseline. This may be due to the mineral composition of the rock around the place where the Cave Burrower was born, or perhaps is a result of the lingering imprint of the people who dug out that mine in the first place.

Regardless of what causes them, Traits are noticeable quirks or qualities about you, and can be either physical or behavioral in nature.

### Selection Methods

There are three methods to determine your Traits, and they can be mixed and matched as desired:

* **Intentional**: Choose your two Traits
* **Random**: Roll a d50 (or a d100 and divide by 2, rounding up) twice
* **Creative**: Create your own Trait(s) following the listed Effects below, pending GM approval

### Effects

Two separate increases of two Attributes by 1 or one Attribute by 2, and two Skills by 1.

A single Attribute **may not be increased by more than 2** through Traits. If the effects of both Traits would apply more than 2 to a single Attribute, instead divert those bonuses onto another Attribute of your choosing.

## Next Step

With your Traits selected and the effects of your personal quirks added to your stats, move on to **Early Existence**.
CC CaB Jewel Heart

## Jewel Heart

Every **Burrower** has a physical core that acts as an anchor for her physical manifestation in the world. This Jewel Heart takes the form of a brilliant gemstone containing the Essence construct of a Burrower's soul, and as such it is the most vital possession a Burrower owns. Its destruction constitutes the death of a Burrower, and unless destroyed she is able to regenerate her body over time even if completely obliterated.

As might be expected of a Cave Burrower, their Jewel Hearts grow deep underground in mineral deposits untouched by the light of the sun. Forged over long periods of time by the intense pressure of settling Essence of life above and around those rock formations, a mountain mouse is awoken when a shift in the terrain causes a cavern to open up, requiring a steward to tend to it. In that moment, a Cave Burrower is formed by the living Jewel Heart that has been forming for countless eons, and they are rooted to it and the cave tunnels around it. Though in recent times they have made overtures toward allowing their Jewel Hearts to be excavated so as to relocate to be more involved with Human civilization.

### Selection Methods

There are two methods to determine your Jewel Heart:

* **Intentional**: Choose your Jewel Heart
* **Random**: Roll a d10

### Effects

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

## Next Step

With your Jewel Heart selected and your parent's influences added to your stats, move on to **Traits**.
CC H Early Education

## Early Education

Most youths in Grienzland attend free, Preusvian-style primary schooling until age 10, but there are still those who do not attend due to life circumstances and social class. Colonial citizens have to resort to other options, and the children of the poorest citizens often fall into other pursuits out of desperation or impatience.

### Selection Methods

There are five methods to determine the nature of your Early Education:

* **Default**: Choose Preusvian Primary Schooling.
* **Intentional**: Choose your Early Education. Note: if you do not select Preusvian Primary Schooling, you must provide an explanation for doing so in your Background Summary.
* **Creative**: Make one of your own following the listed Effects (get GM approval).
* **Random**: Roll a d6 and subtract 1.
* **Comprehensive**: Roll Early Education dice pool from Social Class. 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 either increase five Skills by 1 or increase four Skills by 1 and gain a Talent. The primary Skill can be increased by +2, counting as two Skill increases.

## Next Step

With your Early Education selected and your childhood's effects added to your base stats, move on to **Religion**.
CC HOF Relationship

## Most Impactful Relationship

No one goes through their life alone, and there is one person who's had the most impact on your upbringing. This might constitute a single, resonant encounter that changed your worldview or life for good, or the influence of a long-term relationship drawn out over many years to help you grow into the person you became.

### Selection Methods

There are four methods of picking a relationship:

* **Intentional**: Choose one.
* **Creative**: Make one of your own following the listed Effects (get GM approval).
* **Comprehensive**: Roll d30. For a result of 30, consult the Background-specific table below.
* **Random**: Roll a d11 and take the entry corresponding to that number (i.e. Parent is 1, Sibling is 2, etc.).

### Effects

Increase one Vitality by +1, and gain a Talent in one of the listed Skills.

## Companion

You gain a loyal (though with a sense of self-preservation and an individual will) guardian character to be designed in collaboration with the GM and played by the GM.

## Next Step

With your Most Impactful Relationship selected and the effects of this important person added to your stats, move on to **Reason to Enlist**.
CC Surrendered

## Hardship Result: Surrendered

If you scored a **Failure** (not enough Steps for a Dilemma, i.e. two or fewer Steps than Difficulty) or a **Disaster** (a Failure and a **Stumble**) on your Hardship Test, then you were defeated by the challenges that life laid upon your shoulders. You gave in to temptation, you failed to rise to the challenge, and your life suffered significantly as a result. The only upside is that you learned some very hard lessons as a result of what you had to go through.

### Effects

First select one of the two presented outcomes, **A** or **B**, whichever is more to your liking. Decrease one Attribute by 1, increase one Attribute by 1. Choose one of the three listed Skills to increase by 2, and increase the other two Skills by 1. And finally, gain a Talent in the Skill you chose to increase by 2.

## Next Step

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

## Favorite Pastime

Everyone has a hobby, idle pursuit, or creative endeavor to relax or express themselves outside of work and responsibilities. These pastimes often teach lessons that can be applied in other tasks as well.

### Selection Methods

There are four methods of picking a pastime:

* **Intentional**: Choose one.
* **Creative**: Make one of your own following the listed Effects (get GM approval).
* **Comprehensive**: Roll d12, then add the numbers from Social Class, Early Education, and Further Education. Add 3 if Overcame during Hardship or subtract 3 if Surrendered during Hardship.
* **Random**: Roll 2d20 and subtract 1.

### Effects

To determine the Effects of your Pastime, take your Intellect and double it, then add your Willpower. Take this total and consult the table below to determine the Effect of your Pastime:

 22-25
 26-30
 31-35
 36-39
 40 or higher

## Next Step

With your Pastime selected and your hobby's effects added to your stats, move on to determine your **Current Age**.
CC DC 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 Survived

## Hardship Result: Survived

If you scored a **Dilemma** (one Step 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**.
Spirit Hounds

## Population

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

Glowing eyes, alert ears, stepping in and out of the shadows. The Spirit Hounds strike those who see them as ominous, dark creatures with an unnerving red gaze that pierces to the soul. Utterly devoted to their duty of guarding graveyards and churches, they are among the most loyal of spirits in their service to the Living God.

## Legend

Unlike many other spirits, there are no tales of Spirit Hounds ever harming an innocent human. Their exact nature and the reason they tirelessly pursue their defense of their church home is unknown, but the results are undeniable. Many a gossiped rumor tells of a graverobber meeting a grizzly end or a nefarious warlock repelled from access to the corpses of believers due to the intervention of a shadowy beast. They serve without need for rest or reward, though particularly well-loved Spirit Hounds are given treats of freshly baked bread and are said to particularly adore meat pies.

## Description

Spirit Hounds are rarely seen in person. When they manifest they most often appear as a shadowy mass capable of lashing out with inhuman speed. But should one manage to secure an audience with an unusually approachable Black Dog, they'd see the form of a canine humanoid with ash-gray skin and luminescent red eyes. Sporting canine tails and hands that end in wicked claws, Spectral Wolves share some superficial similarity with the Wolfen but are far too ghostly to ever be confused for one. When she no longer wishes to be seen, a Spirit Hound will fade to a dark shape that seems to evaporate into wispy black smoke.

## Characteristics

### Capabilities

Spirit Hounds are famous for their guard duty of religious sites, and as such are extremely perceptive of nearby spirits, evil or otherwise. They can sense the use of magic or negation of it from a distance, even without line of sight, and their ears are tuned to hear the voices of the dead or incorporeal entities.

Even though the majority of their responsibilities are anchored by the graveyard they protect, a Spirit Hound is also said to be a guardian of the souls of the recently deceased, especially if they are kin to those buried in her care. They can protect the sanctity of human ghosts and prevent necromancy or other types of witchcraft that can compel the departed to obey the commands of warlocks and the sort.

### Weaknesses

The only known way to repel a Spirit Hound is to employ the use of chimes or bells made of pure silver. The noises made are said to resonate throughout the spiritual realm and- while normally pleasing to any souls in the area- can overwhelm the Church Dog's sensitive hearing. They must be rung loud enough that the sound drowns out the Church Dog's ability to think, causing it to retreat until the ruckus ceases.
CC NRR 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 **Arcane Heritage**.
CC CiB Birthplace

## Home Family

Burrowers are not born to parents, but instead are made of coalesced environmental Essence. This spirit energy gathers in several sorts of places, but City Burrowers specifically are born of the ambient Essence that wells up in the buildings that Humans call home. The circumstances of the household above where a Spirit Hare's **Jewel Heart** forms has a considerable influence on her early upbringing, as well as having a small impact on her demeanor when fully matured.

### Selection Methods

There are four methods to determine your Birthplace:

* **Intentional**: Choose your Birthplace.
* **Random**: Roll a d6.
* **Comprehensive**: Roll a d12. For results of 7 or higher, move on to the Region-Specific Birthplace Table below.
* **Creative**: Create your own Birthplace following the listed Effects below, pending GM approval.

### Effects

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

### Region-Specific Birthplace Table

For a roll of 7 or higher on the d12, consult the column that matches the region you are from, and use the result from the original roll to determine your Birthplace. Then consult the table above to find the matching effects.

## Next Step

With your Home Family selected and your Birthplace's influences added to your base stats, move on to **Jewel Heart**.
CC SH Inherited Memory

## Inherited Memory

**Sea Hounds** think in experiential imprints, not in conceptual, abstract ideas nor by collating memorized facts. They relate stimuli back to previously experienced phenomenon and react accordingly, rather than by applying rules or engaging in methods.

Accordingly, one of the most important acts of raising a child for Sea Hounds is the teaching of an ancient truth viewed as a sliver of the Primal Wisdom. These memories have been handed down throughout the generations, and are taught as a 'coming of age' ritual when Sea Hounds leave behind their sex-segregated infant schools to join the adult Sea Hound society.

This rite of passage is akin to going on a guided mental journey through blood memories, to unlock the knowledge of the past upon which a Sea Hound can anchor orientation toward the future.

### Selection Methods

There are two methods to determine your Inherited Memory:

* **Intentional**: Choose your Inherited Memory
* **Random**: Roll a d10

### Effects

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

## Next Step

With your Inherited Memory selected and your blood revelation added to your stats, move on to your **Surfacing**.
CC H Voluntary Army Service

For a full year after you turned 20, you were serving your voluntary conscription term. During this time, you went through military drills to learn how to march, read a map, set up a tent, keep watch, handle a rifle, and follow and give orders.

## 20 Years Old

If your Current Age is 20, 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**.

## Older than 20

If your Current Age is 21 or older, then you have completed your Voluntary Army Service.
CC Traits

## Traits

Although just recently discovered within the past 25 years, the existence of genes has played a major role in understanding why children taken after their parents so reliably. As such, not only are you shaped by your Race and your Heritage, you have also inherited specific Traits from your parents, which play a role in determining how you develop in life. These Traits are noticeable quirks or qualities about you, and are often to some degree both physical and behavioral in nature.

### Selection Methods

There are three methods to determine your Traits, and they can be mixed and matched as desired:

* **Intentional**: Choose your two Traits
* **Random**: Roll a d50 (or a d100 and divide by 2, rounding up) twice
* **Creative**: Create your own Trait(s) following the listed Effects below, pending GM approval

### Effects

Two separate increases of two Attributes by 1 or one Attribute by 2, and two Skills by 1.

A single Attribute **may not be increased by more than 2** through Traits. If the effects of both Traits would apply more than 2 to a single Attribute, instead divert those bonuses onto another Attribute of your choosing.

## Next Step

With your Traits selected and the effects of your genetic quirks added to your stats, move on to **Early Education**.
CC Recruitment

## Recruitment

It is at this point that you will determine when and how you entered the Grienzen military. The specific unit you will be joining will be revealed to you during play, but the method by which you enlisted in the army will be determined below.

## Subject to Conscription

At age 20, every male citizen of Grienzland who is of sound mind and healthy body is required by law to serve his conscription duty within the Grienzen army. Only those from one of the core Grienzen States (so not from an Ifranian Colony, Amerrisque, Alemannia, Karpania, or Ledzianie) are conscripted. If you are from a Grienzen State and are one of the following, you were conscripted into the military at age 20:

* Male Human with Fitness of 10 or higher.
* Male Wolfen with Fitness of 10 or higher.
* Male Night Raven with Fitness of 8 or higher.
* Male Half-Horse with Fitness of 13 or higher.

### Next Step

If you meet these criteria, go on to determine the nature of your **Conscription Period**.

### Insufficient Fitness

If you are from one of these categories but are incapable of meeting the Fitness requirement, then you will have received a health exemption and been relegated to the People's Militia and enlisted later as a Volunteer (see below). This is considered a mark of shame and has negative social impacts later in life, though many take it as motivation to better themselves in ways that take advantage of their actual abilities.

### Effects

* If you have any points in Leadership, lower Leadership by 1 and increase one Skill by +1 in whatever your highest Attribute is. If not, do not gain anything.

## Volunteer

If you were not conscripted, then you joined the army voluntarily as a result of the impending war. You did so before hostilities officially began, responding to the growing tension created by the crisis in Seruiani.

### Next Step

Go on to decide your **Reason to Enlist**.
CC SH 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**
Space-Time Vortex

Not to be confused with "Exvortex"

The term Space-Time Vortex (or simply "The Vortex") refers to a tunnel-like region of space, normally inaccessible.

By using said vortex, one can travel forward or backward in time, but can also hop between timelines. Those with especially high power can exit the vortex, exiting the universe altogether.

Mirai uses this a lot. He brought Setin through it, to basically show him how it is to travel through it.

The area inside the vortex is contorted: it does not correspond with the physical counterpart.

"If you don't know how to travel through the vortex, you can walk two steps and end up five lightyears away, or you can fly for days in here and only move a meter away." - Mirai

This spacetime vortex is a dangerous region, as there are specific movements you must make, otherwise you'd get stuck forever.

The safe movement is supposed to be spiral-shaped, "surfing" along the edges.

The concept is fairly similar to the vortex in BBC's Doctor Who.
CC NR Pastime

## Favorite Pastime

Everyone has a hobby, idle pursuit, or creative endeavor to relax or express themselves outside of work and responsibilities. These pastimes often teach lessons that can be applied in other tasks as well.

### Selection Methods

There are four methods of picking a pastime:

* **Intentional**: Choose one.
* **Creative**: Make one of your own following the listed Effects (get GM approval).
* **Comprehensive**: Roll d12, then add the numbers from Social Class, Early Education, and Further Education. Add 3 if Overcame during Hardship or subtract 3 if Surrendered during Hardship.
* **Random**: Roll 2d20 and subtract 1.

### Effects

To determine the Effects of your Pastime, take your Intellect and double it, then add your Willpower. Take this total and consult the table below to determine the Effect of your Pastime:

 20-23
 24-27
 28-31
 32-35
 36-39
 40 or higher

These effects can be applied to whichever of the three listed Skills per Pastime that you desire.

## Next Step

With your Pastime selected and your hobby's effects added to your stats, move on to **Most Important Relationship**.