Ah, you're here. You're just in time. There's a one that needs guiding.
This follower of yours is unmolded. It needs a shape. First, we can start with the Five Ways of Nazylk, and after it has learned of the One True P--
What do you mean what are the Five Ways of Nazylk? You- you honestly don't know, do you. Oh, Unspecified Power. I can see we will have to start from baser elements. Very well.
First, it needs a name, and a gender. Yes, it needs a gender. They are all the rage where it's going. Don't worry, it's merely an aesthetic. I am assuming you know not of the species available to work with. Very well.
- Human: Straightforward as it gets. While it may seem racist, humans excel at no particular deed, but fare ill at none either. As a species, that is. Each individual human is vastly different and as such you will receive 18 points to spend upon its attributes, but cannot spend more than 8 in any category.
- Zefiir: This race of land salamanders excels at mental pursuits and has the fortuity to survive in harsh conditions. They tend to lack social skills, preferring to keep to themselves and focus upon their work. They favor attributes in order of MENT(mental faculties)/PHYS(physical attributes)/SOCL(social skills). That is 6/4/2.
- Krynthe: A race of slippery, worldly catpeople. They are ruled by the Krynthian Khanate, which tends to be primarily nomadic, its primary strongholds in the desert, and other places no one else would bother to claim. They favor PHYS/MENT/SOCL.
- Nymphic: Resembling elves of lore, this race bears the closest resemblance to humans, enough to stir rumors that they are descended, or vice versa. They excel in dealings with other beings, and take great pride in their grooming, favoring SOCL/PHYS/MENT.
- Quadra: These seafaring lizards have evolved the ability to venture onto land, and soon learned civilization. While not particularly strong, they are smart and charismatic, and quickly developed into a trading race. They favor SOCL/MENT/PHYS.
This list is not complete, but I think it will do for your hero, or heroine. There are... ways of changing it later, should you prefer. And the races' favored attributes should not be considered a handicap. While they may excel at certain things, there is nothing stopping your champion from branching even into those commonly considered closed to them.
But I digress. You must choose a birthsign.
- The Arcanist: The Arcanist knows the value of magic, though becoming a true mage is not their destiny. They are a thief, the perfect dungeon diver. They receive +2 MENT and +1 PHYS as well as the ability to identify magical items, and often become good friends with Merchants, though they hate Planescapers for their magical talent, however small, and how they always seem to find the best ancient ruins first.
- The Artist: The Artist is destined to become the master of something. Whatever skill they find, they excel at it completely, everything they do a masterwork. They receive +3 MENT and are assigned a random skill that they are masters of.
- The Charlatan: The Charlatan is a master of cunning and manipulation. They are everywhere, but seldom seen, or recognized. They receive +3 SOCL and the ability to disguise themselves, as objects or other people or whatever strikes their fancy. They hate the Sinners for being more versatile and for operating out in the open.
- The Guardian: The Guardian walks easily among the wild. The Guardian holds no ill towards civilized races for what they do to Nature, but it is their duty to prevent it. They receive +1 MENT and +2 PHYS and animals rush to their aid.
- The Merchant: The Merchant is the sign of successful traders. They receive +3 SOCL and the ability to sense people's motives. They hate the Unseen, who tend to make the Merchants their prime targets, but are friendly towards the Arcanists, who share good fortune with them.
- The Righteous: The Righteous is the defender of all that is good and right. They are destined to become the guard captains, the paladins, the bounty hunters. They receive +3 PHYS, +2 SOCL, and always make a good first impression, but find it difficult to do wrong, especially intentionally. They hate the Slayer for their blatant disregard for life, and their brutish, evil attitudes, and the Unseen, for their indifference towards the law.
- The Sinner: Well-meaning parents fear their children being born under the Sinner. The Sinner is wicked, manipulative, and evil, and bestows these gifts upon those begotten into it. They receive +2 SOCL, +2 MENT, as well as the ability to hide in plain sight. They like to throw the Wronged in the way of danger meant for them, and are often at odds with the Charlatan, two peas of the same pod.
- The Slayer/Warlord: The Slayer is the birthsign of conquerers, destined to be skilled at taking land and poor at ruling it. They receive +3 PHYS and -1 SOCL and will always be the last man to fall in combat, no matter how grievous their injuries. They hate the Righteous for getting in the way of their swaths of destruction.
- The Spellbound: The Spellbound are true mages. None can rival them in magical talent, though as is predictable they tend to neglect their physical selves. They receive +3 MENT and -1 PHYS and can favor two magic types whilst having no type barred to them.
- The Unseen: The Unseen make their way quietly in life, skilled thieves that never seem to get caught. They receive +2 PHYS and +1 MENT, excel at getting into places and out of restraints, and tend to blend into crowds. They are often cold-shouldered by Merchants, who are often their victims, and the Righteous, who they constantly slip away from.
- The Vagrant: The Vagrant is a born wanderer, with outright difficulty settling down, as well as a fledgling mage. They receive +2 PHYS and +1 MENT and 20% more magical capacity, and are hated by the Arcanists for always getting places first, and for their enviable talent for magic.
- The Wronged: The Wronged are spiteful creatures, destined by fate to always be the underdog and the scapegoat, usually at the hands of the Sinner. They receive +3 PHYS and +2 MENT but -1 SOCL, and trouble follows them wherever they go.
With these chosen, you must then assign their statistics. Take note none can exceed 5 dots during creation.
Physical Attributes
STR: Strength governs the person's physical prowess, including lifting and moving things and the force behind their blows.
AGI: Agility is reflexes, coordination and grace. Speed and precision are determined by this.
CON: Constitution is their ability to take damage, exert themselves and avoid illness, the ability to run long distances without tiring or resist poisons.
Mental Faculties
INT: Intelligence is brightness, adaptability, and cleverness. High intelligence allows them to understand things better, reason well, imagine, and make decisions on the fly. It makes up half of magic, especially learning it.
PER: Perception is the keenness of the person's senses. Their vision, taste, smell, hearing, their alertness, how they see the world and how they interpret it is all part of perception.
WIS: Wisdom reflects a person's worldliness and knowledge. Being high in wisdom allows them to retain memories and access them quickly, correlate information and cut through deception. An intelligent person finds liars through trial-and-error, but a wise person can spot them instantly from experience.
Social Skills
CHA: Charisma is confidence, likability, and social grace. Charismatic people make good speakers and leaders, and those who meet them tend to follow them, even if unsure why.
SUB: Subtlety is the art of deception; coercing, blackmailing, bullying and tricking others. Subtle people make good liars and are sly and manipulative.
APP: Appearance is how others see the person. Attractiveness, stance, stride, and how much care is put into their grooming. It affects a person's instinctual response and reaction to them.
This may be a lot to take in for you. Take your time, I can wait. When you are finished, put your ideas up and decide which one seems the best fit. I wish you the best of luck. Be kind to your ward, your ilk are seldom given second chances.