You awaken on the dirty straw of a prison cell, with a dirty, gritty feeling all over your body. You've been here since... Since you can remember, but you can't remember any of your childhood. You're a blank slate; in this case, a blank slate covered in the fecal matter of some small rodent.
In front of you is a cell door, almost certainly locked. To your left is the small table they let you have meals on. You rarely are fed, so you don't usually use it. To your right, the scratchings of whoever was in here before you. They're illegible and meaningless, made uncomfortably obvious by the authors bones still hanging in the manacles nearby. Behind you, a small window, far smaller than you.
But, first you have to know who you are. You appraise yourself, having nothing better to do, and find:
Your Name:
Birthsign:
Aries: The Power of the Ram gifts you good luck on your journey; Chests will hold more loot, and boxes and barrels may hold valuables as well.
Taurus: The Power of the Bull gifts you great strength to bring low your enemies. Your attacks are more powerful.
Gemini: The Power of the Twins gifts you with a pet, who is forever at your side. Your pet will never abandon you and can understand you completely, making for a valuable companion.
Cancer: The Power of the Spy gifts you with the ability to make yourself difficult to notice. You will still be seen, but humanoid enemies will take less notice of your passing.
Leo: The Power of the Lion gifts you with the agility of the king of the jungle. You can jump higher and farther, and are less likely to be hit in combat.
Virgo: The Power of the Virgin gifts you with Innocence. Authority figures adore you, and you are less likely to get in trouble for breaking minor laws.
Libra: The Power of the Judge gifts you with the regal bearing of someone highborn. You will not look as out of place in castles, and are more friendly with figures of authority.
Scorpio: The Power of the Scorpion gifts you with a terrifying visage. You are less likely to be attacked by bandits and animals, and even normal folk will give many a thing to keep you away from them.
Sagittarius: The Power of the Centaur gifts you with speed and intellect. You will move faster, and intellectuals will like you more.
Capricorn: The Power of the Jester gifts you with a will untaintable. You are not vulnerable to any level of mind-control.
Aquarius: The Power of the Ocean gifts you the ability to breath underwater. You will also be at peace with any fish you pass by.
Pisces: The Power of the Water Elemental gifts you with the knowledge of the Heal spell immediately. You are also resistant to fire based attacks.
Race:
Human: Tall apes hailing from the south, the Humans have no weaknesses and no abilities. They are well balanced, making for good battlemages. Men are the most prolific race as well, spreading from one end of the globe to another.
Felfae: Also called High Elves, the Felfae are gifted with long lives and a propensity for magic. However, Felfae are weak in melee combat, having brittle bones and shallow skin. High Elves are suited towards the back of the combat, where they can rain destruction upon the enemy safely. High Elves are also resistant to magic.
Felmae: Also known as Deep Elves. Felmae are, as a race, shady and stealthy, with a digitigrade walk that makes them tread softly. Felmae do not trigger some traps, and make good theives, but carry the same weakness against mundane weapondry as Felfae.
Felwae: Also known as Wild Elves. Wild Elves rarely, if ever, leave their woods. They make good rangers, having a pact with animals that lends itself to peace. They also are built sturdier than High and Deep Elves, and can take almost as much damage as a human. Unfortunately, Wild Elves burn easily, making them very vulnerable to magic that may cause that effect.
Dwarves: Dwarves are a short, sturdy race. Dwarves are resilient, and make for great fighters and footmen. However, Dwarves to not generate Mana for themselves, and Dwarven wizards must rely on Potions and healing from the chapel to fuel their magic. Dwarves make poor wizards, but great alchemists because of this.
Hobgoblins: Far more commonly known as Orcs, these are a rare breed of Goblin skilled in both Magic and Fighting. However, their eyesight is poor, making for horrible aim, and their rareness as a species and lumbering size means that Orcs find stealth difficult. They are also found to be highly repulsive by the other races.
Goblins: Sometimes also known as gnomes. Goblins are short and frail, but highly stealthy and nimble. They make good rogues or wizards, but must shy away from the front lines. Their unique stature means that they must wear specially crafted armor when wearing Plate or splintmail. Goblins are looked down upon by the other races, in more ways than one. They share a special rivalry with Dwarves.
Class:
Fighter: Balanced between Melee and Ranged. Specialization may come with Promotions to Ranger or Footman.
Acolyte: Magic User. Promotes to Wizard or Cleric, which specialize in Elemental and Divine Magic respectively.
Criminal: Stealth class. Promotes to Assassin and Thief.
Description:
Upbringing:
Destitute: You grew up on the streets. The School of Hard Knocks has given you bonuses with these activities; Lockpicking, sneaking, persuasion, Unarmed, Dodge
Poor: Your parents were there, but they were away at their jobs most of the time. Public Schooling has given you bonuses in: Sneaking, Persuasion, Dodge, Short Blade, Bartering, Marksman
Merchant Class: You grew up running your fathers General Store. Your self taught skills include: Bartering, Marksman, Long Blade, Persuasion, Dodge, Shield use
Nobility: You grew up as a squire to a minor knight. During your stint at this castle, he taught you these things: Long Blade, Shield Use, Persuasion, Light Armor, Basic Elemental Magic (Fire, Water Air, Earth)
Scholar: You've grown up almost exclusively in a library, but now take to the world your skills in: Basic Elemental Magic, Basic Divine Magic, Alchemy, Staff
Barbarian: You grew up min the wild, with a tribe that lived off the land. While they knew nothing about science or magic, they taight you: Blunt, Axe, Heavy Weapondry, Heavy Armor
Your path will be decided by the chocies you make now...