Table of Contents
Creating A Gatalian
This is a resource to help you create any kind of character native to Gatalia in general. It is not mandatory to follow this guide, and you can find information for creating characters in specific regions below.
Picking A Region
You can use a character from any region you like. What region your character comes from might influence other parts of them, like their species, religions, names, and cultures they grew up with.
The following are character creation guides for regions which are developed:
You can create characters for other regions, but you will have to come up with many details as you go.
Species
An in-depth overview can be found in Gatalian Humans.
A character's species has little to do with their culture, religions and upbringing. Instead, certain species are most common in particular areas, which may also correlate to their culture or religions they worship.
Species that do not come from an area can still be found elsewhere. This is especially the case due to recent innovations in sailing. Due to genetic differences, individuals who move to far away lands may have difficulty finding partners that will produce fertile offspring.
Occupations
You will find more examples of occupations on the “Creating A Character” page for your chosen region.
A character probably has something they do to keep food in their belly. Below are some sample occupations you may choose from if you prefer.
Criminals
Criminals play the law, dancing the boundaries of society, justice, and life itself. It is a risky pursuit, and many criminals do not stay as such for long. They tend to die in their line of work, or quit while they are ahead. Some criminals, such as assassins and thieves, are sometimes professionals that come from well disciplined crime guilds. Others, most often charlatans and outlaws, are unprofessional. Regardless, they might still be very good at their job, or highly dangerous individuals.
- Assassin
- Charlatan
- Outlaw
- Thief
Entertainers
Even without modern-day technology, people need to be entertained. Although there are board games and sports, a great deal of entertainment typically comes from people who dedicate their lives to making others smile. Many who make their livelihood exclusively from entertaining often do so for nobles, or by busking in heavily frequented towns or cities.
- (Professional) Fool
- Dancer
- Bard or Poet
- Musician
Fighters
There are combatants of all stripes out there. Soldiers of war are often contracted for coin or rations for themselves or their families; often both. The more dangerous the role in the war, the greater the pay.
- Sell-sword
- Foot soldier
- Archer
- Arbalist
Labourers
Although not always, labourers are often seen as peasants and peons by nobles. They often have thick calluses and rough hands due to many years of hard work. Their work is almost always demanding, requiring physical labour from dusk to dawn many days of the week. Occasionally, a labourer will become known among nobles for their exceptional talent. In these cases, nobles tend to describe their work as being more similar art, and that labourer tends to rise to become a noble themselves. Gaining this reputation isn't easy, and usually it is inherited.
Those labourers unfortunate enough to not have such a reputation are usually taxed heavily by local monarchs. These taxes often take the form of the products they produce, as labourers do not always have coin, and monarchs are not often in need of it.
- Carpenter
- Farmer
- Mason
- Smith
Nobles
Nobles are the few fortunate enough people to have most of the power in society. They usually live in luxurious estates in towns and cities, and own multiple properties across the country. Lords and Ladies are individuals who own land. They do not always live in the land they own, instead having a manor somewhere in the land they own which they make occasional visits to in order to collect taxes. Most often, the land they own is a rural farmland occupied by much poorer farmers.
Beyond Lords, Ladies and Knights are those running society. Councillor's are those occupying a royal court. There are many professions in said courts, and a Councillor may have been granted many manors, farm villages, and other lands as rewards for their reign. Monarchs are the very top of the social hierarchy, often owning entire countries, regions or cities. Even so, there is usually a bigger fish, such as an Emperor or Empress, who possesses power competing on a global scale.
- Chivalric Knight
- Lord or Lady
- Councillor
- Monarch
Wizards & Scholars
Scholars are usually middle to upper class individuals. Regardless of how scientific their work, most others see their professions as mystical and arcane. Alchemists are seen as powerful wizards who can transmute materials through the use of magic (essentially chemistry). Scribes and philosophers are revered as wise, omniscient people who may or may not have been touched by the gods themselves. Mathematicians are viewed as secretive madmen who hold the secrets to the universe.
- Alchemist
- Scribe
- Mathematician
- Philosopher
Other
Some people never have the chance to make their own living, and in many poorer communities like farm villages, independence is a foreign concept anyway. Someone might be stuck in this position due to frequent misfortune, sickness or disability, or lacking skills that their community can willingly make use of.
Although these people are often abused, they are not always dejected. They may be a loved member of their community who others will protect unconditionally. This is especially the case when such an individual possesses traits their friends and family have misconstrued as being mythical or supernatural. Although, given how often atypical children are simply left to be eaten by wild animals in the woods, there is almost certainly a great deal of survivorship bias here.
Traits and Ailments
Below is a table you can use to add unique traits to your characters. You can roll any number of times you like, choose a trait manually, or choose not to have any at all. The table is a resource and not mandatory.
2d20 | Trait | 2d20 | Trait |
---|---|---|---|
2 | You have ocular or oculocutaneous albinism. | 22 | Your sensitive skin gives you acne, well into adulthood. |
3 | Your body is especially frail (osteoporosis). | 23 | You have partial or full colorblindness. |
4 | You have a hunchback (kyphosis). | 24 | Your metabolic rate is faster or slower than normal for your species. |
5 | Part of, or most of your body, grows much more hair much faster than normal (hypertrichosis). | 25 | You have asthma. |
6 | Your underbite or overbite is greater than normal for your species. | 26 | You have crooked or buck teeth. |
7 | You have a lazy eye. | 27 | Your gait is weird. |
8 | You are a survivor of amputation, whether of a limb or a digit. | 28 | One of your senses is hyper-sensitive. You notice things other people might not, but you are overloaded easily. |
9 | You have a horrific scar somewhere on your body. | 29 | You have an anaphylactic allergy (ideas for allergens include: food or nuts, animal stings or bites, a herb or medicinal chemical, or contact with a fabric or substance). |
10 | You have difficulty empathizing with other people. Your experiences are the only ones that make sense to you. | 30 | Most things affect you more than they do most people. You are an emotional person. |
11 | You are an especially impulsive person, and prone to addiction. | 31 | There are portwine stains (or some other pigmentation) marking your skin. |
12 | You are deaf (your choice of acutely, mildly or severely). | 32 | You were born with a facial disfigurement, which you are known for. |
13 | You are bald or balding. | 33 | The supernatural is normal to you. You have hallucinations, psychosis of some kind, or you are simply extremely spiritual. |
14 | You are blind (your choice of acutely, mildly, or severely short-sighted, far-sighted, or totally blind). | 34 | Bleeding can be especially fatal for you, as you tend not to stop in a timely manner (hemophilia). |
15 | You have allergic rhinitis (ideas for allergens include: pollen, dandruff of certain animals, mold, perfumes, dust such as dirt or refined flour or sugar, or microscopic parasites). | 35 | Eating too much bread makes you intoxicated (auto-brewery syndrome). |
16 | You are able to contort your body in ways that are abnormal, or you have one or more double-joints (hypermobility). | 36 | Your muscles do not develop at the rate that they should. The low gravity of Gatalia affects you like it would an ordinary human. |
17 | You have arthritis. | 37 | You have white, pigment-less patches on your skin (vitiligo). |
18 | You sweat. A lot. | 38 | Your eyes do not match (heterochromia). |
19 | You have a crippling phobia. | 39 | You have an extra finger or toe. |
20 | You were maimed in a criminal trial. | 40 | Your internal organs are completely mirrored (situs inversus). |
21 | You are lactose intolerant. |
Adding Content
Gatalia is a collaboratively developed setting, so you are more or less free to add content. When doing so, it is important that you follow the intent and rules of the setting.
- Realism. Where possible, it is expected that content on Gatalia follow reasonable realism. This may mean doing research on real-world subjects. If you are unable to do this, you can always discuss with those more knowledgeable.
- Collaboration. Where relevant, please reuse existing assets from the setting. Since Gatalia is collaborative, we should collaborate.
- Community. Please discuss things you want to add out-of-character! We want to hear about things people are interested in doing.
- Setting Law. Follow the intent of the setting.
OOC
- Player P0rcelain created this on 2023/01/16 04:34.
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