03 Character Creation

Creating a character for Apprentices is about defining who they are and how they will survive the gruelling, cutthroat environment of the Cyorian Academy.


What is a Mage?

Before you build your character, you need to understand what it means to be a mage in the world of Ersetu.

The Gift

Not everyone can use magic. The ability to sense, draw upon, and shape mana is an innate biological trait, you either have it or you don't. Roughly one in every twenty people is born with a mana reservoir large enough to cast even the simplest spell. Of those, only a fraction ever receive the rigorous training required to become a true mage. Your character is one of those rare few who both possesses the gift and has secured a place at the most prestigious academy on the continent.

Mages in Society

The role of mages in Eldemar has changed dramatically in recent decades.

Archmages

Above ordinary mages, there exist rare individuals known as Archmages: mages who have achieved mastery in multiple fields of magic to such a degree that they can rival or surpass dedicated specialists in each one. Most mages spend their entire lives mastering a single school; an Archmage has done it several times over. There is no formal institution that grants this title. It is earned purely through reputation, when even accomplished mages acknowledge that someone has transcended the boundaries of specialization. Your character is, needless to say, very far from this level.

How Do People See Mages?

The answer depends entirely on who you ask:

Group View of Mages
Commoners A mix of hope and suspicion. Academy graduates earn excellent wages, but a mage who snaps could burn down a city block. Many parents dream of their child testing positive for the gift.
The Nobility Resentful and threatened. The old Houses see commoner mages as thieves stealing their birthright. They still hold immense political power and will use it to remind "new money" mages of their place.
The Military Invaluable assets. The state views trained mages as strategic weapons. Generous scholarships often come with mandatory military service clauses buried in the fine print.
The Church Watchful and wary. The Triumvirate Church holds the sole legal authority over Soul Magic and Necromancy. Any mage who dabbles in forbidden arts will find Templars at their door.
Criminals A goldmine. Magical talent is highly prized by smuggling rings, assassin guilds, and underground fighting pits. A desperate student drowning in debt is an easy recruit.

Career Paths for a Mage

The Academy doesn't just teach you magic, it certifies you for a profession. Upon graduation, common career paths include:

The Dangers

Being a mage is not glamorous. It is dangerous:

You Are Not a Hero (Yet)

Your character is a first-year student. You are not a legendary archmage. You struggle with homework, you burn through your mana pool casting a single decent spell, and you probably can't afford a proper lunch. The world is vast, terrifying, and does not care about your potential. That is what makes this interesting.


Follow these steps to build your Academy student.

Step 1: Background

Your background defines where your character came from before arriving at the Cyorian Academy. It shapes your social standing, your connections, and the skills you bring to the table. Choose one background from the list below.

Each background provides:

Motivation

After choosing your background, write down a one-sentence motivationwhy is your character at the Academy? Are they fulfilling a family obligation? Chasing forbidden knowledge? Running from something?

Available Backgrounds

Background Starting Bonus Connection
Noble Scion +3 Attribute Points House Name (political influence, 1/session)
Magical Lineage +1 free dot in any Core School Proficiency Family Mentor (magical advice, 1/arc)
Street Rat Free Social Chameleon merit Underground Contacts (black market, 1/session)
Scholar's Child Free Eidetic Memory merit Library Access (restricted archives, 1/arc)
State Orphan +1 Willpower, +1 Stealth State Network (bureaucratic blindspots, 1/session)
Rural Outsider +2 extra Flaw Points (max 6) Village Elder (folk magic advice, 1/arc)
Temple Acolyte +1 free dot in Ward Temple Network (sanctuary/healing, 1/session)
Merchant Family Double starting funds + stipend Trade Contacts (sourcing items, 1/session)
Industrial Pioneer +1 Calculation, +1 Academics Factory Foreman (industrial tools/parts, 1/arc)
Alchemist's Apprentice +1 free dot in Alchemy + alchemy kit Alchemist's Guild (labs/reagents, 1/session)
Dungeon Scavenger +1 free dot in Survival, +1 Awareness Mercenary Guild (monster intel, 1/arc)
Prodigy Free Academic Prodigy merit Academic Patron (intervention, 1/arc)
Foreign Exchange Student +1 dot in Insight, +1 dot in Society Foreign Embassy (diplomatic immunity/intel, 1/arc)
Military Brat +1 dot in Melee Combat or Ranged Combat, starts with weapon Base Commander (military surplus/intel, 1/arc)
Disgraced Nobility +1 dot in Deception, +1 dot in Academics Sympathetic Loyalist (secret favors, 1/arc)
Syndicate Scion +1 dot in Streetwise, +1 dot in Sleight Gang Lieutenant (muscle/smuggling, 1/session)
Monster Hunter's Heir +1 dot in Survival, +1 dot in Awareness Hunter's Lodge (rare materials/tracking, 1/arc)

Click any background name for full details, roleplay hooks, and flavour text.

Step 2: Attributes

Your character has 4 categories of Attributes: Magical, Mental, Social, and Physical.

Step 3: School Proficiency (Magic Schools)

As an Academy student, you have some basic training in magic. Each of the 8 Core Magic Schools has its own School Proficiency that represents your ability to cast spells from that school. Your dot rating in a school determines the highest tier of spell you can attempt to cast from it.

Step 4: Merits & Flaws

Merits are special advantages, while Flaws are permanent drawbacks.

Step 5: Academy Enrollment

You must establish your bureaucratic record at the Cyorian Academy. This dictates your resources.

  1. Choose 1 Mentor Professor: Look at the Weekly Schedule or class lists. Pick exactly 1 Professor. They are your official mentor and are available to you during the Afternoon time slots.
  2. (Optional) Pre-plan Majors: You don't need to lock these in permanently (because you can change them on the first day of the semester), but jot down which 2 Majors you plan to take first.

Step 6: Derived Stats & Finishing Touches

Calculate your fixed derived stats:

  1. Mana Capacity: (Willpower + Calculation) x 5. This is your maximum mana pool.
  2. Physical Health (The Body State): You have a track of 7 Boxes representing your body's physical integrity. As you take damage, you mark off boxes from top to bottom. Specific boxes impose dice penalties on all rolls:
  3. Mind Defense (Passive): Willpower + Highest of (Divination or Abjuration).
  4. Soul Integrity: 10 Boxes.
  5. Sanity: 10 Boxes.
  6. Ongoing Spell Limit: Equal to your Calculation rating. This is the absolute maximum number of "Sustained" or "Ongoing" spells you can have active at the exact same time. If you cast another ongoing spell while at your limit, the oldest active spell immediately drops.
  7. Mastered Spells: You may designate a number of your known spells up to Memory × 2 as Mastered (costing 0 SP during character creation). Mastered spells cost 1 less Mana (minimum 1), can be cast silently without hand gestures, and can be used as instant reactions. Specify them on your sheet.