At the game’s start, every player goes through the character creation process. This procedure is also repeated any time the player recruits a hireling. Creating a new party member can seem like an intimidating process, but the initial decisions don’t allow players to make selections that negatively affect the character. As each character levels up, the player is given a chance to increase that character’s abilities to customize them to his or her preferred playstyle. Some of these options work synergistically for certain character build types. Our recommendations are shown in the Class section.


Gender choice is purely cosmetic and has no mechanical impact on the game.


The place of men in society varies from culture to culture. Cultures like Aedyr and the Dyrwood place them at the forefront of military, politics, and heavy labor. Among the tribes of Naasitaq, men perform many of the homesteading and organizational duties. In Eir Glanfath and Ixamitl, men and women have more fluid social roles. In all societies, there are exceptions to the rule, and men can be found in a wide variety of stations and professions.



A woman’s role in Eora is largely dependent on where she is from. In the Aedyr Empire, Vailian Republics, and the Dyrwood, women occupy many domestic, educational, and organizational roles. They are the primary hunters, soldiers, and leaders of the Naasitaq tribes. In Eir Glanfath and Ixamitl, women and men have more fluid social roles. In all societies, there are exceptions to the rule, and women can be found in a wide variety of stations and professions.



Races and cultures do not directly overlap. While some cultures are dominated by a particular race, most major cultures in and around the Dyrwood have heterogeneous mixtures of races. In most cases, this means that race is less of a determining factor in identification than culture.

The cultures of Eora are historically peopled by a mixture of diverse racial backgrounds. This means that characters cannot be measured against any predetermined notions about dwarves, elves, or other familiar figures.

A dwarf from the Vailian Republic, for example, might have more in common with a Vailian elf than he or she would with a dwarf of the Deadfire Archipelago. While creating a character, and encountering others along the way, it is more important to consider the innate complexities of personal history and heritage.

There are six races to choose from: Aumaua, Human, Elves, Dwarves, Godlike, and Orlans. Once a race is chosen, the player selects a subrace to further define the character. If you ignore the obvious physical differences, the meaning behind the racial selection should be to consider the bonuses they provide.


Classes define the majority of abilities characters will obtain as they increase in experience. This is the largest decision in terms of playing style, so take a moment to scan through all the classes. There are 11 classes to choose from: Barbarian, Chanter, Cipher, Druid, Fighter, Monk, Paladin, Priest, Ranger, Rogue, and Wizard. All classes are available to members of any race. Each class has its own strengths and weaknesses.


Reckless and ferocious warriors from the more remote cultures found across the world. They have great group-fighting abilities, both melee offense and personal defense.


Repositories of folk knowledge and common wisdom, tellers of tall tales and hallowed legends. They use their knowledge about old phrases to form chants during a battle. They have cycling lists of low power, high AoE passive buffs and debuffs, and they can periodically use powerful invocation spells.


Can peer through the spiritual energy of the world to manipulate other souls. They are offensively-oriented psionicists/soulknives, who need to build up focus through conventional weapon attacks.


Animists with primal connection to nature, who can transform into mythical beasts. They have many Area of Effect spells that emphasize affliction-based effects. Their beast modes give them nice single-target strikes and gain special abilities associated with those beasts.


Trained to use a wide variety of traditional melee weapons in combat. Fighters are extremely durable, reliable, and excel at holding positions.


Warriors that believe in the philosophy of flesh mortification. They absorb a portion of incoming damage and convert it into Wounds, which can be used to power soul-based abilities through their weapons. They are melee-focused but have a pretty wide variety of single-target and group attacks.


Extremely devoted, often fanatical, soldiers who have pledged themselves to a chosen cause or organization. They can inspire nearby allies and have the ability to quickly assist their allies with targeted commands.


Priests turned the flame of their faith into a spark to ignite the power of their souls. They can cast prayers, faith-inspired miracles that aid their allies and punish their enemies.


Rangers have the edge defensively due to range and the interference their Animal Companions can run.


Rely on wits, speed, and subterfuge to achieve their goals. While they are known for their stealthy nature both in and out of battle, many of them are quite talented with machines and contraptions of all sorts. They have the highest single-hit damage potential and they have a lot of ways to qualify for Sneak Attacks.


Men and women of high education and extreme mental discipline, if not always outright intelligence. They use grimoires to cast difficult and powerful spells that can damage many enemies or buff a single ally.


Attributes are the measurements that define a character’s inherent abilities. Six primary attributes are determined during character creation, and several attributes derived from those. When creating a character, the player is granted a pool of points to spend across these attributes. Depending on the choice of Class, the allocation of these points should change to coincide with the usage of that class. For example, a spell caster will need more points in Intellect while a fighter should put a lot of their focus on Might. Fortunately, the game provides pretty strong suggestions. It will highly recommend several attributes, which also have a gold star next to their name. Likewise, a silver star indicates another slightly less critical attribute.


A character’s physical and spiritual strength. Affects Damage with all attacks, Healing, and the Fortitude defense.


A combination of the character’s overall health and stamina. Affects Endurance, Health, and the Fortitude defense.


An abstraction of a character’s hand-eye coordination, balance, and overall grace. It affects the character’s Action Speed with all attacks, spells, and abilities and contributes to the Reflex defense.


A character’s senses, as well as their instinctive ability to pick up on details. It contributes to the Deflection and Reflex defenses and grants a bonus to Interrupt.


A character’s logic and reasoning capabilities. It contributes to the Will defense and influences Durations and Areas of Effect for all Abilities and Talents.


A character’s inner drive, determination, and the emotional intensity they can project to others. It helps characters maintain Concentration and contributes to the Will and Deflection defenses.


Any race and class can be from any background. Culture generally precedes race, meaning it’s more important where characters are raised than what race they were born into. Each culture gives a +1 bonus to a specific attribute and can be used to further enhance the attributes for a specific class build. Culture selection also affects the starting equipment the character receives. Early on, this is the player’s only combat tool, but all starting gear will be replaced fairly soon.


The Aedyr Empire is currently the largest and most powerful force in this part of the world. It is centered around the equator and has a tropical climate. Though the empire has colonies in numerous areas of the world, Greater Aedyr is the heart of the empire and holds the majority of its human and elven nations.

Attribute Bonus: +1 Resolve

Deadfire Archipelago

Consisting of the Naasitaq nation, dozens of aumaua settlements, and hundreds of lawless, pirate-infested islands that stretch along the southern sea, Deadfire is home to boreal dwarves, aumaua, and a mixed variety of other races. Deadfire Archipelago is the “last stop” moving east since huge numbers of monstrous sea creatures infest the ocean beyond.

Attribute Bonus: +1 Dexterity

Ixamitl Plains

Located to the northeast of Eir Glanfath, the Ixamitl Plains are large expanses of fertile savannahs that are extensively farmed by human and some orlan residents. The Ixamitl culture is one of the oldest in the world, though one of the least imperialistic, having spread out little over the past several thousand years.

Attribute Bonus: +1 Resolve

Old Vailia

Once the crown jewel of the southern seas, Old Vailia is now the crumbled remnants of an empire of warring merchant nations. Counting many humans and dwarves among their ranks, the Old Vailian countries are still forces to be reckoned with and are proud of their rich cultural heritage.

Attribute Bonus: +1 Intellect


Dominated by the aumaua nation of Rauatai, the gulf itself is host to a number of nations, most of them aumaua, orlan, and dwarven. Though these countries are relatively young, they are some of the most advanced colonial settlements in the east. The gulf is a land of riches and resources for those who can take them, though the entire coast is often pummeled by violent storms.

Attribute Bonus: +1 Intellect

The Living Lands

This is the southern mountainous region of a large northern island renowned for its diversity of plant and animal life. Its weather is unpredictable and its ecosystems vary dramatically from valley to valley. The Living Lands are home to an oddball assortment of races in a variety of colonial and independent settlements.

Attribute Bonus: +1 Might

The White that Wends

The colorful name given to a large, cracked southern expanse of polar ice, the White that Wends is home to pale elves and small colonies of daring explorers, outcasts, and adventurers. While virtually no plant life grows in the White, it is home to many hardy species of dangerous animals that forage from the sea or eat each other to survive.

Attribute Bonus: +1 Dexterity


Backgrounds are defined by large geographical regions. This selection is mostly for role playing purposes but it does provide bonuses to a player’s Skills. The choice can be made to further enhance the starting Skills for a given Class.

  • Culture: All except The Living Lands
  • Lore + 2

Your family belongs to the upper crust of society, and your upbringing provided you with many advantages over the lower born. You’ve had access to a first-rate education, and are no stranger to extravagant parties, dances, hunting for sport, and the political concerns of the landed nobility.

  • Culture: Old Vailia
  • Lore + 2

You were born with a natural grasp of aesthetics, and you’ve since cultivated it by endeavoring with your work to capture life in all its facets.

  • Culture: Aedyr
  • Lore + 2

You answered a higher calling, giving up the freedom of secular life for the spiritual rewards of devotion to the divine—a life of vestments and the study of holy texts and the spreading of the truths they hold.

  • Culture: Aedyr
  • Old Vailia
  • The Living Lands
  • Skill Bonus: Survival + 2

You left your homeland some time ago, surrendering the familiarity of home for the great unknowns of the unconquered frontier.

  • Culture: Aedyr
  • Ixamitl Plains
  • Old Vailia
  • Rauatai
  • Skill Bonus: Lore + 1 , Stealth + 1

You’ve never taken well to people telling you what to do. What began as a rebellious streak has developed into full-blown indignation for authority figures and power structures, and you’ve taken every opportunity along the way to express your dissenting opinions.

  • Culture: Any
  • Skill Bonus: Survival + 1, Stealth + 1

It’s a rare thing for you to stay anywhere for any length of time. You’ve passed from town to town, moving on when it suits you, the open road the closest thing you’ve had to a home.

  • Culture: Deadfire Archipelago
  • The Living Lands
  • The White that Wends
  • Skill Bonus: Lore + 1, Survival + 1

Your whole life you’ve lived for the thrill of discovery and exploration, finding irresistible the siren call of the far reaches and unknown places of the world. Many live their lives perfectly content within the confines of one small town, but to you such a fate would’ve been a death sentence.

  • Culture: All
  • Skill Bonus: Survival + 1, Stealth + 1

You’ve made your living in the wilds, dedicating your hours to perfecting the cadence of the hunt—the long intervals of stillness and waiting, the frantic exertions of the chase, the sudden punctuation of the kill.

  • Culture: All
  • Skill Bonus: Mechanics + 1, Athletics + 1

Like many commoners of able body and apt mind before you, you learned a complex skill and then struck out on your own to ply your trade.

  • Culture: All except The White that Wends
  • Skill Bonus: Lore + 1, Athletics + 1

Combat ability of any kind is a skill in high demand in a world where much of the wilderness is untamed and many borders are contested. Battle is your trade, and you have thus far been fortunate enough to survive its perils.

  • Culture: All
  • Skill Bonus: Lore + 1, Mechanics + 1

Whether it was a silver tongue, a head for numbers, an ability to appraise others, or simply happenstance, until recently you made your living as a merchant, parting person from coin in trade for your wares.

  • Culture: The White that Wends
  • Skill Bonus: Lore + 2

There are those who find inspiration in books and houses of worship, and there are those for whom it is more personal—perhaps not even a choice at all. The spark of divine inspiration revealed a path to you, and since then you’ve traveled it in search of fulfillment.

  • Culture: Iximatl Plains
  • Skill Bonus: Lore + 2

Abstract thinking, the clash of ideals, notions of good and evil, right and wrong, and the pursuit of ultimate truth—these are the things that have always made your blood flow and your mind race, so much so that you’ve arranged your life such that you can while away your hours contemplating elusive answers and challenging accepted beliefs.

  • Culture: Deadfire Archipelago
  • Skill Bonus: Athletics + 1, Stealth + 1

You’ve always taken what you wanted—didn’t matter what it was or who it belonged to. By most laws this is theft, but you’ve never had much use for any laws besides your own.

  • Culture: Iximatl Plains
  • Rauatai
  • Skill Bonus: Lore + 2

You have always been dazzled by letters and numbers, facts and figures, problems and stratagems. In academics you found a way to surround yourself with what interested you, and since then you’ve largely spent your time trying to better yourself through the acquisition of knowledge.

  • Culture: The Living Lands
  • Skill Bonus: Lore + 1, Mechanics + 1

The laws of the natural world are pieces of a puzzle to you, and you dedicated yourself to putting it together—unraveling its mysteries, revealing small truths to bring larger ones into focus.

  • Culture: Aedyr
  • Deadfire Archipelago
  • Old Vailia
  • Rauatai
  • Skill Bonus: Athletics + 1, Survival + 1

Few people truly understand what it feels like to be forced into the service of another, stripped of freedom and dignity alike, but until recently, this had been your lot in life—hard labor, chains, and the ceaseless gaze of a master.


There are two major options to adjust the character’s colors and head appearance. These options are purely cosmetic, but they can be very useful to craft a specific look. Also, tweaking the color palette can help characters stand out on the field of battle.

Next, choose a portrait. While it may not have any impact on the game’s mechanics, this image is constantly displayed in the bottom-left corner. The portrait doesn’t have to reflect any of the previous choices in terms of race, class, etc.


There are many choices for both male and female characters. Choose one that helps personify the character and one that rings true for the class, race, or culture.


Last but not least is assigning a name to your new creation. Any name will do, but try selecting something that rings true for the character’s personality.