Generating characters for Erebus follows this procedure.
Roll up characteristics and note modifiers for each score.
Choose a class/race combination.
Choose an alignment.
Determine starting money and equipment (Rules pp 22, 24-29)
Choose a Name.
Roll 3d6, in alphabetical order: Charisma, Constitution, Dexterity, Intelligence, Strength, Wisdom. If you really have your heart set on a particular class or character concept, you may swap one (and only one) pair of numbers.
The modifier for each characteristic are as follows:
|Class||Race||References||Starting HP1||Min2||Hit Die||Other benefits|
|Cleric||Human||Rules p 4||1d6||3||d6||cleric spells|
|Fighter||Human||Rules p 6||1d8||8||d8||increasing Attack Bonus, maneuvers|
|Magic User||Human||Rules p 8||1d6||3||d4||magic spells|
|Specialist||Human||Rules p 10||1d6||3||d6||skill points|
|Dwarf||Dwarf||Rules p 15, Dwarves||1d10||5||d10||fighter maneuvers, Architecture 3/6, ignore first encumbrance level|
|Elf||Elf||Rules p 17, Elves||1d6||3||d6||fighter maneuvers, magic spells, Search 2/6, Surprise Chance 1/6|
|Halfling||Halfling||Rules p 18, Halflings||1d6||3||d6||saving throws, Bushcraft 3/6, Stealth 5/6|
This game introduces “Lineages”. A Lineage is a human bloodline that grants special benefits and limitations. The following Lineages are available:
Some races and lineages have Variant Classes, noted in their entries. Taking any of these classes requires Referee approval.
Some classes require a few more steps, as noted below.
|Determine starting spells (Rules, p. 79)||Elf, Magic-User|
|Allocate skill points (Rules, p. 10)||Specialist|
|Raise starting skills (Rules, p. 15/17/18)||Elf, Dwarf, Halfling|
|Lower surprise chance (Rules, p. 15)||Elf|
The three alignments are Lawful, Neutral, and Chaotic. All Cambions, Elves, and Magic-Users must be Chaotic, and all Clerics must be Lawful. Other characters may pick any alignment, although Neutral is the safest option.
In this game alignments signify an entanglement with unearthly powers, not a moral, ethical, or philosophical choice. This has a few consequences:
A Lawful character knows he has an important but unknown destiny. He or she may be bound to uphold traditions or tear them down, build kingdoms or ruin them, or serve an obscure but necessary role in the gods ineffable plan.
A Chaotic character knows the seeming order of the universe conceals incomprehensibly vast cosmic forces that could overwhelm our little world in an instant. He or she may revel in that knowledge and spread anarchy, or desperately protect others’ blissful and enviable ignorance.
Lawful is not synonymous with Good, and Chaotic is not synonymous with evil. Lawful characters may commit unspeakable atrocities if Destiny commands them. Chaotic characters may right wrongs wherever they find them, delaying mankind’s inevitable doom for just one more day.
Neutral characters, free from the manipulations of cosmic forces, may be saints or sinners or just ordinary folks.
Alignment never changes. Those chosen by Destiny remain Lawful; those cursed by Chaos remain Chaotic. A Neutral character stays Neutral except under unique and unprecedented circumstances.
Dorlands personal names sound vaguely Nordic, Germanic, or Russian. Pre-Norman English would also work. The Kulhani influence might produce Persian, Arabian, or even Greek names.
Dorlanders have no “last names” in the modern sense. Common second names include:
For what it’s worth, here’s the cultural analogues for other peoples:
Elfin names have lots of vowels and sound musical. Dwarves take Dorlandish or disemvoweled Elfin names in public; their secret names are in Old Dwarfish and are never spoken. The Halfling language resembles one or more Native American languages by way of Mars; they adopt Dorland names or literal translations of their native names, e.g. Red Cloud, Striking Snake.