Quickstart Guide
So, you wanna join Spellsword?
Great! If you like the vibe and genre, then it probably seems like a blast.
...right up until you see the Lore pages or maybe even the Character Creation Guide.
—I know, I know. Hear me out.
I am a world-builder as much as I am a storyteller and a GM. What you see in those Lore Pages is not some huge manual to play the game, I assure you. That is more like my recipe book for GM'ing. Would it likely benefit you to read most of it? Sure, if you're a super-dedicated player, but it's not entirely necessary. Let me condense down the information to the bare minimum of each page real quick:
Ardynport is named after a badass sailor from the Eastern Kingdoms circa a few centuries ago. The city is basically the Port of Singapore reskinned Baldur's Gate-style, but replace the murderous cult of Bhaal with slave trade. It's early history mirrors a lot of actual colonialism. What matters most is that about twenty-two years prior to the beginning of the game, there was a war (called the War of Warm Waters) that saw Ardynport peacefully annexed into the Borosi Empire. The whole city changed hands and had to be restructured which happened again about six years later when the Dungeon (the Amaric Temple) emerged. Slave trade still goes on in the city, but it's also now a dungeon city. There are a lot of themes to work with here from the war time to the slave trade to the falling of wealthy families and of course now the dungeon becoming a huge part of the city economy. Which is important because the city is effectively a plutocracy (ruled by Coin) with the Duke mostly being a negotiator sent from the Borosi Empire. There are some holidays and average citizens of Ardynport don't like that the city was effectively founded on land theft and slave trade. One is either elite in the city due to wealth or connections to the Council of Nine that run it. But, that's the gist of the city. If you want to know more selectively, it should be pretty easy to find in the page.
Amaric Temple isn't that long of a page and it is where the bulk of the game will occur. I'd probably read it. Similarly, Spellswords are Twice-Blessed and thus that page is probably also worth a read because it'll detail out the backbone of most player-characters. Luckily, it is also short.
Magic is the only other real contentious read. The base of the magic system is an altered version of classic Dungeons and Dragons tweaked to fit the anime aesthetic and be written narratively. There are four main types of magic and sincerely they just come down to one question "where is my power coming from?" Most Magic comes from mana generated by the planet and in Dungeons, this mana is effectively infinite, so Spell Slots are used. If your Magic comes from another thing, God, demon, Fae, spirit, etc., it's Patron Magic. If it comes from a whole different plane, it's Planar Magic. If it comes from your own strength of spirit, like a Monk, it's Spiritual Energy. The system can make use of any of these systems and honestly more. It is best to just have an idea of what class fantasy you wish to play, then read up on the magic system that class works with.
Amaric Temple isn't that long of a page and it is where the bulk of the game will occur. I'd probably read it. Similarly, Spellswords are Twice-Blessed and thus that page is probably also worth a read because it'll detail out the backbone of most player-characters. Luckily, it is also short.
Magic is the only other real contentious read. The base of the magic system is an altered version of classic Dungeons and Dragons tweaked to fit the anime aesthetic and be written narratively. There are four main types of magic and sincerely they just come down to one question "where is my power coming from?" Most Magic comes from mana generated by the planet and in Dungeons, this mana is effectively infinite, so Spell Slots are used. If your Magic comes from another thing, God, demon, Fae, spirit, etc., it's Patron Magic. If it comes from a whole different plane, it's Planar Magic. If it comes from your own strength of spirit, like a Monk, it's Spiritual Energy. The system can make use of any of these systems and honestly more. It is best to just have an idea of what class fantasy you wish to play, then read up on the magic system that class works with.
If you read the Character Creation Guide and saw there were ten steps that seemed pretty lengthy, well... yeah. There is in a fact a reason in tabletops that a DM might just give out pre-made or mostly-made sheets to new players. I simplified a lot and tried to design the game in that we can flexibly fit in various class fantasies and character identities, but there are still some remnants of those older systems meant to recreate their feel in written form. If you reach out, I will do my best to help you at any stage of character creation from brain storming to coding. But, I don't think I can slim it down any more than I already have without sacrificing any of the vibes I'm going for.
Those are the elephants in the room addressed. Where to from here?
My Advice
Adapting a pre-made OC or a character from another game might be tough. It's possible, so don't be discouraged, but it's probably easier to start fresh. Either way, I would probably start by picking the trio of class, race, and origin. These three defining character elements are going to be the most notable ones to tie a character to the setting and to use the systems in ways that make the game feel like, well, the game it's based off of. Spellswords aren't all half-casters. You may commit to a full caster class or alternatively try to go full martial, only using magic for self-buffs. The real point here is to pick out that class fantasy you're going for and work together on making it work.
Race can be somewhat more tricky as I will allow for plenty of races not immediately listed if we world build, but also that some races are already described. Elves will come in many flavors, but the known elves are the Wood Elves to the far North of Ardynport (or it's captured slaves). Demi-Humans are short-lived humanoids of comparable human intelligence based off various mammals with some types being more rare than others. Demi-Humans can be slaves of various kinds, or somehow come from the North as a migrant for whatever reason, but also there are other parts of the world that half their own Demi-Human variants. The ones near Ardynport are mostly forest-types. Free Companies exist which may send their low level recruits to the Dungeon Guild and Free Companies can be from anywhere in the world and thus of any worldly race. Meaning, it's pretty easy to slip in a more creative race if you want; we would just need to base them in a Free Company of Adventurers. There is also the option of bringing in unique races that might exist in the Eastern Kingdoms (based somewhat off France and the UK) or the Borosi Empire (loosely inspired by Spain). Not all of them are humans.
What ties this all together will be your origin. Do you want to be a human? There are some major local factions like the Stonemasons; you could try to delve deep into the heritage of the town. Do you want to be part of the Church? Do you want to be a Demi-Human that rose through the ranks of the church? Do you wanna be a half-elf with a grudge? A Dwarf from a family of smiths that became a Dungeoneer? These all seem like mundane origins, but those are the basic ones. There may be aristocrats becoming adventurers from either other Kingdom, a Dark Elf that needs to reach a certain floor to find an ingredient to cure their mother's ailment from their homeland. The options go on. The ultimate question with an origin is "where did you start from and why are you heading to the Dungeon?"
There are of course options for more tricky class/race/origin combinations if they're unique, but those will likely require you talk directly to me so we can figure out how to make it work. I will try to accommodate as many possible options as I can without just diluting the setting or ruining the vibe.
Once you have the core of race/class/origin, I think the rest falls into place pretty easy. Most martial or half-casters are going to make use of the Unleash Spell which is quite unique. It can be cast as a Cantrip or upcast into any Spell Slot for more amplification, but it basically acts as a customizable boost to your physical stats. It's not exactly a small one, either. With no training or practice, Unleash cast as a Cantrip will add a plus two to all physical stats and Cast as a level One Spell, plus four. This will change and evolve over the course of the game and usage. Given that Spellswords will have an inherent magical quality to them, as if dual-classing, this means even martial classes will be granted a considerable boon equal to that of full casters and their growth rate.
For a Martial Class, explain how you want it to work or provide me an example and we'll work on it, plus incorporating the Unleash Spell.
For a half-caster or a mageblade-type character, we would pick what your magical and martial sides will do and probably how they utilize in tandem with their fighting style.
For a full-caster, you could either try something custom or we could try to work in a class from any one of multiple source materials.
For a half-caster or a mageblade-type character, we would pick what your magical and martial sides will do and probably how they utilize in tandem with their fighting style.
For a full-caster, you could either try something custom or we could try to work in a class from any one of multiple source materials.
Pick some spells, I'll help with assigning stats, and that should just mean allowing the flow of creativity to fill out the rest. The general idea starting is that every character will be a Level One Spellsword (so a Twice-Blessed Dungeoneer) entering the Dungeon for the first time (so probably young and inexperienced). Parties are often assigned by the Dungeon Guild, though if you have a friend and you want a preset, I can work with that. Much like with any game, though, you may want to consider party-balance. Point is, how you end up achieving the goal of being a level one Spellsword is up to you.
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