Character Generation

Races

This is a list of every race that’s available for your character in this campaign.

Every race from the 13th Age core rulebook aside from Drow/Dark Elves
Every race from the Book of Minor Races with the exception of the Kobold. The Draugr is technically allowed, but will require some discussion between GM and player to make sure it fits the campaign.
The Kalashtar from page 40 of issue #1 of ICON
The Genasi located here

Classes

There are a lot of classes available for this campaign from a variety of sources. If you do not have access to one of these things, inform me (the GM) and we’ll discuss things.

All classes from the 13th Age core rulebook
Commander, Druid, and Monk from 13 True Ways. (No Chaos Mage, Occultist, or Necromancer for this campaign)
From 13thAge.org, the Artificer and the Soul Blade
The Mindweaver which will be referred to as a Psion for this campaign

Character Options

In addition to race/class you can customize your character in one of three different ways.

First, Multiclassing from 13 True Ways permitted. The rules aren’t tremendously complicated, but they are moreso than single class characters, so there will be a lot of review and discussion to make sure things are gotten correctly.

Second, using the Deep Magic talents from the eponymous book (seen here) are allowed, though if you’re using them there will need to be a discussion to flavor the different schools appropriately for Eberron.

Lastly, Dragonmarks will be permitted, though as with Deep Magic there will need to be a discussion to ensure that what you want with your Dragonmark fits in with the setting and the campaign. Dragonmarks will not be limited to the races they’re usually found on, but this divergence will likely be a large part of your character and possibly part of your One Unique Thing. Even if you have the appropriate race for a Dragonmark, there will need to be a discussion as to why your character is part of the King’s Dark Lanterns and not involved with the appropriate Dragonmarked House.

If you want to, you can mix and match these character options (ie, a multiclass Fighter/Commander with the Mark of the Sentinel or a Wizard with the Deep Magic Initiate talent and the Mark of Scribing). Though any deliberate attempts to break the game through these options or combinations of these will be met harshly.

Point buy and Languages

Character creation will be done with the standard point buy method with one exception. After you’ve selected your racial attribute bonus and your class attribute bonus, take a further +2 bonus which can be applied to any attribute that hasn’t already been modified. If your character wasn’t exceptional, they wouldn’t be part of the Dark Lanterns. However, the Dark Lanterns also get the most unusual and dangerous assignments, so you will likely need this extra edge.

Languages are an important part of both Eberron and the action/espionage genre we’re emulating with this campaign framework. Every character knows at least two languages. Every character speaks Common. There are no characters who are mute, communicate only telepathically, or who only speaks a language that nobody else in the group does. Every character speaks a second language of their choice from the list that follows this paragraph. Even the “dumb” muscle in the Dark Lanterns has to be a cut above. You are considered a fluent speaker of this second language and can, with some effort (and dice rolls) pass for a native speaker. You can both read and write in these two languages. Lastly, your characters know a specialized sign language taught to all members of the King’s Citadel (not just the Lanterns) that is used for situations where speaking is not possible or dangerous. It is limited in scope and vocabulary, but still useful.

The languages you can choose from are: Dwarven, Elven, Draconic, Orcish, Goblin, Giant, Gnoll, or Halfling.

Character Description

For your character history, you should write at least 3 paragraphs (more if you’d like) describing their character history and background, their looks, and their personality. You should keep in mind the campaign framework of being a King’s Dark Lantern, as well as your class/race and character options as you write this up. Writing up a history where your character is a boring nobody who just wants to go home and be a farmer is not really in line with someone who would be recruited to be one of the secret agents of Breland. However, the Dark Lanterns recruit to a wide variety of skills and backgrounds since they never know what might be useful. A former farmer turned soldier is legit Dark Lantern material.

Another thing to keep in mind about your background is what your character did during the Last War. This will be discussed as part of the group chargen, but all of your characters are old enough to have been involved in some way with the War. Direct connections between characters are encouraged, but not mandatory, at this point and will also be discussed collectively.

One key touchstone in your shared history is waiting for you. Shortly after you came together as a group in the Dark Lanterns, an operation you were on blew up in your face. You accomplished the mission and got out alive, but you needed to get back into the shadows, lay low, and do other work while you waited for it all to blow over. That was three months ago. You’ve spent those three months in Sharn and need to think about both what the operation was, how it blew up on you, and what you’ve been doing in the three months since.

Other things you want to consider/decide include where in Sharn your characters live, do they live with any one else (PC or NPC), what sorts of work does your character do when they’re not on Dark Lantern business, what leisure activities do they have, do they have a favorite hangout (individually or as a group), and so on. The more you give me, the more I can write in adventures and situations that are tailored to your characters

NPC Associates

As part of making your character, you’ll also be making five NPCs that are connected to you. At least one of them has to be a family member and one of them must not be a family member. Beyond that, the sky is the limit. They may be fellow Dark Lanterns, friends, comrades in arms from the Last War, underworld contacts, associates from one of the Dragonmarked Houses, the family priest, a rival agent of a foreign nation, or whatever. They can be, but are not required to be, associated with one of your Icon relationships. The relationship with these NPCs can, much like Icons, be positive, negative, or conflicted. A connected NPC might be a good friend or might be a deadly enemy or something in between.

These NPCs should be named, then given 1-2 paragraphs of description, which includes how they’re connected to your character. Briefly describe their history with your character, their looks, and their personality. Don’t go overboard as you’ll probably have more of an opportunity to elaborate on the details during play (and should update the wiki page accordingly).

There will be some shared NPC connections (like your Dark Lantern commanding officer and possibly some from your prior operations), but these will be created collectively or by me, the GM.

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Character Generation

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