Welcome to the Online Fantasy Character Generator!

This page is designed to help you create interesting, new Candidates for weyrs, caers, aeries, or role playing. It is in no way attempting to replace or supersede any published matter by any company or person and is not intended to generate profit of any kind. Last Update: 9/18/03 - added Events Guide!

These charts and the information contained on them is copyright Sara K Gray, and is intended as shareware but must not be distributed in any format without express permission from her.

What you will need to use this chart: a bit of experience with fantasy worlds, and online adoption sites or role playing games. It is assumed that the characters generated by this chart will be embellished by the person using the chart -- numbers are worthless unless you can put them together in an innovative manner!

Pencil and paper are essential -- I recommend printing out this page for your own use, rather than staring at a screen all night...

Dice of the 10 sided variety. If you look, some rolls require a 4, 6, 8 and 12 sided die, though you can fudge these if you don't have them. (I'm assuming that everyone reading this has a clue that dice come in more than 6 sided versions...) The roll of d3 and d2 are made by halving or thirding a 6 sided. But you knew that already.

Online Dice! There are numerous online dice sites, here is one from the Red Dragon Inn!

You will also want to possibly have a site in mind for bonding a dragon, gryphon, or other such creature which requires a candidate. You can find many of them for the pern setting by searching for "weyr" online, but there are other options as well. The world of Danach is a unique world tilted on its side with one in eternal day, the other eternal night. Between those extremes life is hard but present. The world of Alskyr is another island-world, with many varied isles and a mostly-tropical feel. Other worlds will be added (I am waiting for information on them i.e.: Everond) as needed. Candidates created for one world are usually compatible with other worlds, but check first to make sure. Terms and information might vary considerably. Nexus worlds also exist which will take all comers no matter their origin. (Icarus, Healing Den/Kshau Protectorate, Pelar Protectorate, Vella Crean, Tris'Hath, Ryslen))

How to Use This Site: Go down the page following the rolls as you go. First roll on Chart 1, basics. This will give you the character's basic information. Chart 2 is the physical appearance of the character. Chart 3 is their personality/description. Chart 4 is for the unique values, fears and such that the character displays. Chart 5 can be used whenever a craft, skill, rank, color, animal, circumstance or other information is desired (for instance, the rank of the parent's dragon, or the condition of their younger brother who has been missing... etc.). Optional information may include deformities or disadvantages. Lastly, a name generator for you to think about!

CHART ONE: Basics. Please keep in mind that this chart is used for Non Magic Using character generation.

Type = Social class available.

Age = for candidacy purposes.

Gender is weighted to Guilds and Crafts and such being more male-dominated as per tradition.

Number of Siblings is heavily random, and can always be chosen as "Only Child". Birth Order may help give a bit of history to the character, and decide things like inheritances! To determine Birth Order, just roll again and compare the results with the number of siblings. If it's high, they're born later. Low, and they're born earlier, middle, and obviously, they're middle children!

Legitimacy indicates whether the character's parents were married to each other when the character was born; most Rider's children are not considered "bastards" if they are born out of wedlock, however in non-riding society it is quite different! Fostering or adoption of children usually occurs when the parents are too busy to care for their child, mostly in Riding situations, and this may indicate Fosterling children as siblings as well or instead of their rolled siblings. In the case of Fosterlings, see further charts (indicating death in the family, circumstances, etc.). If you roll the number indicated, this applies to the character. So if you roll a Servant and on the Legitimacy roll a 6, they are born out of wedlock. Then if you roll a 1 on their Adopted score, they ARE adopted. See? On the "Adopted" chart, certain ones are listed with a * -- check Chart 5 to see what happened to the parents under "Circumstances".

**Guild-born characters should roll on Chart 5 to see what Craft they are working on.

ROLL
TYPE
AGE
GENDER
# of SIBS, Birth Order
LEGITIMACY
ADOPTED?
1
Servant
9+1d6
1-7/f, 8-10/m
1d10
1-4
1*
2
Wanderer
9+1d12
1-4/f, 5-10/m
1d4
1-3
1*
3
Clan Born
9+1d6
1-5/f, 6-10/m
1d10
1-7
1-4
4
Rider Born
9+1d6
1-5/f, 6-10/m
1d4
1-2
1-7
5-6
House Child
9+1d10
1-6/f, 7-10/m
1d6
1-7
1-2*
7
Lord's Child
9+1d8
1-6/f, 7-10/m
1d6 +
1-8
1*
8
Ranking Rider Child
8+1d8
1-4/f, 5-10/m
1d3-1
1
1-7
9
Guild Born **
9+1d12
1-3/f, 4-10/m
1d3-1
1-4
1-5
10
Mixed/Unk.
9+1d10
1-5/f, 6-10/m
1d6
1
1-3*

Descriptions of Type

Servant -- Born to servitude, because of social or financial reasons, or because of physical/mental inadequacy. These folks are a very sorry lot, mostly with short lifespans and with very little to hope for in their lives. The huge bulk of Servants on any world will live and die without anyone caring to notice them in the slightest. Usually among large families, occasionally the product of rape, sometimes outcast because of illegitimacy, Servants do all the hard work around a House, Hall, Guild, Caer/Weyr, anywhere that requires more than a little upkeep. Scrubbing floors and walls, cleaning carpet, washing and mending clothing, digging wells, cooking and serving, often providing visitors with whatever requests (however unsavory) they have, those are but a few of the things Servant class members do for a living. They usually do not receive payment, but are given food and shelter and a minimum of clothing. Finding a truly worthy Dragon riding choice among these people is rare at best. On Danach: May also include Slave OR Servant class, differing by freedom.

Wanderer -- Outcast but fit, Wanderers might come from any walk of life, but are now found on the road eternally. Some are thieves, some entertainers, others beggars or hunted folk. Wanderers must truly struggle through their lives, as they must keep warm, find food and shelter, make their own clothing or goods for trade. They are often not wanted in social places such as Halls or Houses, because they are often seen as rabble no matter their true origin. The stigma of being a Wanderer, Holdless or Rogue even extends from the Servant class -- at least Servants have a job and a roof over their heads.

Clan Born -- Though it might seem similar, clan born folk are actually quite tightly knit together with ties of family and honor. Mostly nomadic, but remaining on ancestral lands. Clans often fight over areas, but they also often trade with one another. Goods and services, as well as finding new blood for each family, bring clans together. Extended relations keep clan born folk up on rumors or information. They are often on the road similar to wanderers, however they are equipped to do so -- visually a caravan or gypsy cart comes to mind when thinking about Clans in most fantasy settings. They are welcomed as traders, but often seen as deceptive, insular, and with shoddy or inferior goods. Don't tell that to the Clan!

Rider Born -- Born to a family or couple who live in a weyr, caer, aerie or cove (or other appropriate den). With parents who might both be too busy to tend their own children, Rider offspring are often kept busy by working in their home alongside servants or guild craftsmen alike. They are afforded a bit of education, though not all of them take up on it. A life of hard work is ahead in a den like this, however it is quite rewarding as the Rider born are always exposed to the magnificent bond animals which grace any fantasy world. They are often given the chance to stand for bonding at an earlier age, but by the same token they are expected to perform better and bond well. Life in a Den like that is often both brighter and more gregarious, as well as more harsh and desperate. The thought that one's parents might not survive whatever threat has surfaced is always there, and rider-born children often lose more relatives than they have actually met.

Commoner/House Born -- the bulk of any fantasy world's population are commoners who till the land, mine or fish, and generally are the helpless population which dragon riders (gryphon riders, whatever) protect from whatever threat exists. They supply tithes to their Lords, comprise a fighting force when it comes to man-against-man, offer their daughters or sons up for marriage to increase their title or wealth... In short, commoners are pretty much... common. Marriage is far more common in this type, and the flashy lifestyle of Rider folk is disdained by them, if not outright offensive to them. Women and girls are expected to keep a household tidy and smoothly running, and are expected to produce many heirs to a minor lord. Many hands are needed on a farm, and male children are usually valued far more than females. Most Commoners are not educated, but some can prove themselves up to it. Commoners live a much healthier, longer life than Wanderers or Servants, however their livelihoods are utterly dependent upon their money or land -- if a crop fails, they might lose everything including their land. On Danach: term for House/Hold is Keep.

Lordling -- Those who directly benefit from the tithes and do most of the organization work around smaller Houses are Lords (known as such in nearly every fantasy world as exists). They require obedience by their common folk, whose work affords them fine meals or wines, dresses or gold. In return -- hopefully -- House born folk are given security and shelter, justice and law, and sometimes entertainment. Lords are well known to be snooty and arrogant, as they are brought up to be the "upper crust" of any society. Whether the individual actually is better than the rest, only time will tell. Many lordlings and young Ladies are totally unfit for the work of a dragon rider, and must be trained with care. Ladies are encouraged to flirt but to remain loyal to their husband -- while after marriage a Lord often has many mistresses and illegitimate children. Lords dispense justice and judgment, some fairly and some not. Petty arguments between lords could cost lives, gold or land. Lords are often required to pay tithing to the Rider population when threats on their world are such that they endanger everyone equally. When tithes are not paid, their people may die. Danach Term: Morair, family head.

Ranked Rider Born -- Though many people live in a Caer, Weyr or Aerie, most are not riders. Some that are riders rise to the higher status among their kind. Wing and Fleet leaders, Caerlords and Aerieladies, all share a huge responsibility and honor. To have survived long enough to gain rank is one thing, but to continue holding on to it is another. Ranked riders must be strongly literate and healthy, of an even temper or at least controllable, and must have the talent on their mount to back up their words or actions on the ground. To these parents, then, a Ranked child is expected even more to be strong, healthy and intelligent, to prove themselves worthy rather than simply "being" worthy as a Lordling would be brought up. Failure among these ranks is common, but the rewards are spectacular. A strong education or at least a good shot at an appropriate trade or skill is usually offered. Hard work is a daily event for Ranked children, they are not pampered lords! But they just as often relish the work and would be left wanting for more if not kept busy. Danach term: Cathairte/Cathairix; Pern term: Weyrwoman/Leader; Alskyr Dragon Term: Caerlady/Caerlord, Gryphon Term: Aerielady/Lord, Sea Term: Covelady/Lord

Guild / Craft Born -- Guilds or craft halls are found on nearly every fantasy world. These are the skilled workers, the professionals who keep trades going. Everything from recording events, being wandering bards and educators, medical experts and herbalists, glass blowers and shipwrights, all skilled trades which require some form of education and training are done in Guild halls. Some guilds are more hands-on than others, some might be joined simply by a letter of recommendation and some require a large fee and a lifetime of effort. Each guild has different expectations of their members, but all have one thing in common: They are the glue which holds society together. Without Guilds and their workers, no skilled profession could ever be attained. Guild halls keep records and libraries, warehouses of knowledge and often have tools which are certainly not available elsewhere. Guild members are most often more intelligent than their kin elsewhere. Even the most "common" of trades, farming, agriculture and husbandry, benefit from having Guild information and tools available. Guild members may enter their craft only when they are proficient or found able to do it, then they must Apprentice for a certain length of time. When they are finished with their apprenticeship, most Guild professions require further training and experience as Journeymen, which can last a lifetime. Only the truest devotee of the craft may become Masters, and Guild masters are rarely if ever chosen to Bond.

Mixed Heritage -- any of the above may be combined, of course. Just keep in mind the social aspects of the world which is being used, and use caution.

Unknown Heritage -- also, of course, someone might be a mysterious stranger -- even to themselves! They may have relatives, a job, a background, but they might have amnesia or have been kidnapped away from their family... Anything is possible.

An Example! My first 10-die roll is a 5, indicating that I'm going to make a Commoner. Then, I roll another 10-die and add 9 to it, getting a 1 on my die... So this character is 10 years old, rather young for a Bonder. Next I roll a 9 on my die, showing me that this is a male child. Then I find my 6-sided die, and roll a 6 -- he's got six siblings! When I roll the 6-die it again comes up a 6, so I decide to have him be the last born of his large family. Next, I roll the 10-die again, to see if he's born in wedlock, and on a 10, NO, he's illegitimate! To see if he was adopted away, I rolled a 7, so he remains with one of his parents.

 

CHART TWO: Physical Appearance.

Health is an indicator of not only their chance to be ill, but their environment too. I recommend not using "Sickly" or lower for candidates.

Height and Build are flexible but are intended to portray ADULT height and build! Heights of these fantasy people are taller than earthly ones.

Skin tones are often darker than "Middle Class White American" due to the huge mix of characteristics in many online fantasy cultures.

Hair color and Eye color too are darker.

Length and Style are only recommendations. Choose or roll, as always!

ROLL ->
1
2
3
4
5
6
7
8
9
10
HEALTH
Very poor
Sickly
Frail
Average
Normal
Healthy
Stocky
Sturdy
Iron
Perfect
HEIGHT
4'6-4'9 Very Short
4'10-5' Short
5'1-5'3 Under Avg
5'4-5'7 Average
5'8-5'10 Above Avg
5'11-6' Tallish
6'1-6'3 Tall
6'4-6'6 Very Tall
6'7-6'9 Really Tall
6'10+ Unusually Tall
BUILD
Rail Thin
Real Skinny
Thin
Slender
Average
Muscular
Padded
Burly
Barrel-bodied
Oversized
SKIN
Very Black
Dark Brown
Red Tan
Olive Tan
Light Tan
Fair with Freckles
Creamy Fair
Light, burns
Pale, burns
Albino (fully or partial?)
HAIR COLOR
Rich Black
Dark Brown
Brown
Tan
Dishwater Blond
Blond
Platinum
Strawberry
Red
Unusual
HAIR LENGTH
Bald or Little
Crewcut
To Ears
To Nape of Neck
To Shoulders
To High Back
To Mid Back
To Low Back
To Waist
Very Long
HAIR STYLE
Straight
Frizzy
Slight Wave
Fluffy
Full
Natural Curl
Tight Curl
Loose Braid/Tail
Tight Braids
"Afro" Curl
EYES
Black
Brown
Amber
Hazel Brown
Hazel Green
Blue Green
Green
Blue
Ice Blue
Unusual

An Example! With my commoner boy living with mom, I want to see what he looks like. This is just a series of 10-die rolls. First, for Health I roll a 4, he's average of constitution. Next, for height, I get a smashing 9, meaning that when he's grown up he'll be over 6'7" tall! Then I roll for his build, getting another 4 meaning he's slender. His skin tone I roll yet another 4, for Olive Tan. His hair is 3 - brown, 4 tells me it goes to the nape of his neck nicely trimmed, and is 1 - straight. His eyes I roll 5, hazel green. A pretty typical guy, except that very tall height!

 

CHART THREE: Descriptive Terms.

Literacy in fantasy situations is highly variable and if Female often is not offered.

Politeness refers to the character's ability to maintain a pleasant front even with high-status Lords or Ranking riders, Guild leaders or Clan leaders.

Focus is the ability to concentrate on their goals or tasks at hand. The number after the / slash is for Obsession and should be rolled if the character has Focus - if they roll under the number for Obsession, something consumes the character to the point of distracting them from other activities.

Looks applies to the general appearance and attractiveness of the character.

Features are detailed below.

Giving and Selfishness may be rolled with only one roll, but are also found at the same time in one character: a giving and selfish person might have a complex reason for being the way they are.

Each of these, if rolled under the indicated number, becomes something that may describe the character. (i.e.: rolling a 5 Politeness as a Servant shows they are quite well versed with keeping their tongue when faced with an angry Holder, but a 5 rolled on a Wanderer person shows they cannot do the same thing.)

Clan numbers for Politeness and Giving/Selfish are for "Clan members" and "Not Clan Members", indicating how Clan families stick to their own and really dislike others. They often run along one family-owned piece of land, offering them their Place attachment.

TYPE
LITERACY
POLITENESS
FOCUS
LOOKS
FEATURES -- Chart 4
GIVING
SELFISHNESS
Servant
1 only
1-8
1-8/2
1-3
Add 1 Fear
1-3
8-10
Wanderer
1 only
1-4
1-9/3
1-4
Add 1 Hate
1-4
10
Clan
1-3
1-4/1-2
1-7/2
1-5
Add 1 Place - a serious attachment, add 1 Thing (like or dislike)
1-4
10/8-10
Rider's
1-4
1-5
1-7/1
1-5
Goal often = Dragon, Add 1 Value or Place
1-2
8-10
House
1-6
1-6
1-6/2
1-7
Add 1 Place, -1 Strength of Goal
1-2
8-10
Lord's
1-7
1-9
1-5/3
1-7
+1 Valued, +1Disliked Place
1
7-10
Leader's
1-6
1-7
1-6/2
1-6
+2 Strength of Goal
1-3
9-10
Guild
1-9
1-5
1-7/3
1-5
Valued often = item, +1 Strength of Fear
1-3
9-10
Mixed
1-5
1-4
1-5/2
1-5
no modifications
1-2
9-10

An Example! My commoner boy now needs to roll for his mental/emotional traits. Again, this is a series of 10-die rolls. With a 7, he is not literate, which isn't surprising for an illegitimate child. I roll a 3 on the Politeness scale, meaning he's pretty polite to those around the House. However, I rolled a 9 for his Focus, he really lacks any proper focus. I'll get back to that later! For Looks, I roll a 1 -- he's VERY handsome! When I roll for Giving and Selfishness, I roll a 4 and a 7 so he's not really here nor there for this trait. I wrote down that he'd have 1 extra "Place" to roll for below, and his Goal will be at -1 in its strength value.

 

CHART FOUR: Features and Values. These items add the bare bones of a history or background to the character. Roll or choose once in EACH category, modifying them based on the Type chart above.

A "Strength of like or dislike" on a 1-10 roll may be used, to determine how intense the condition is (a 1 is barely present, a 5 is present and accounted for, and a 10 is overwhelming). Roll the Strength first, THEN the 1-10 roll for what exactly the trait is all about. Reject obvious contradictions, of course, or try to make them work... (A kid who loves the open sea, but is afraid of water...) If "50%" is indicated, choose which option works best for you or roll even/one option, odd/the other option.

Obviously, these are not the ONLY items which someone might value, fear or enjoy. This is just a very small, basic list.

Features >
Things
Places
Goals
Fears
Other -- only if directed here
Very Unusuals -- only if directed here
ROLL \/

Values It 1-7, Hates It 8-10

Liked 1-7, Disliked 8-10

Strength 1-10
Strength 1-10

Good or Bad

(if hated, usually bad)

 
1
An Animal (pet)**
Town Life
To "Get Away"
Dragons/Gryphons
Sense of Direction
From A Long Line Of...
2
An Item**
A Guild Hall
To Do Nothing
Ancestral Enemy
Skill With Numbers
A Perfect Memory
3
A Valuable Item**
The Great Outdoors
To Build or Create
The Dark
Skill With People
Has an Unusual Diet or Allergy**
4
A Parent
The Beach
To Travel
Animals**
Learning Rate
Can Hear Animals*
5
A Relative**
Cold or Hot Place (50%)
To Find Something
People / Being Alone (50%)
Skill With Children
Has Been Genetically Altered*
6
A Friend
Dark or Light Place (50%)
To Marry
Heights
Nimbleness
Can Hear Dragons*
7
Their Clothing
The Open Sea
To Protect Something
Enclosed / Open Spaces (50%)
Timeliness
Attracts Lots of Flitters
8
Their Appearance
A Dragon/Bond Site
To Ride a Dragon/?
Water
Skill With Objects
Is Telepathic*
9
An Ability/Skill -- other
Alone / With People (50%)
To Learn Something
A Specific Person**
Their Pitch/Voice
Remembers Things They Shouldn't Know
10
A Very Unusual Trait
Home / New Place (50%)
To Have Children
The Opposite Sex
Skill With Animals
Is From Another Time*

Items marked with a * are very special indeed. Think hard about giving the character a trait like this, as they will have very unusual and strong social connotations as well as physical ones!

Items marked with ** indicate that you should look below at Chart 5 to see what specifically it is.

An Example! Now I will complete the setup for this character, by figuring out if he has any strong attachments, fears or other things going on which will key me in to a good story. First, I roll for "Things", and get a 9, meaning he "Hates" this thing. Then I roll 4, a Parent! Well that clears something up, doesn't it? I see how his last-born status to a married man and an unmarried local girl has given him a bitter edge against his dad. Next I roll for "Place", and get a 2, a place he likes to be. I roll a 5, and decide that he likes hot places. For his additional "Place" roll, I first get a 3, meaning he likes wherever it is, and then a 3 again, the Great Outdoors. This makes his lack of focus far more sensible -- he's not paying attention to his teachers (his illiteracy!) because he's running around outside or dreaming of being there at least. Now for his Goal. I roll a 8 on my die, but subtract 1 from being a Commoner, so the strength he'll be devoting to this goal is 7, still above average. Next I roll a 10 on my die, learning that he really wants to have children of his own. Now it all comes together, doesn't it! He wants to be a better father than the one who keeps him trapped in the House and won't reject his love the way dad did. Lastly, I roll for his Fear strength -- I get a 7, and find that it is to 4, an animal. Now I go to Chart 5 to see what kind of animal, and roll a 5, a bird. I decide that it's a hunting falcon which his father owns, something which he resents because he'd spend time and money on his bird but not on his son!

That about wraps it up for this character, now I need to come up with a name and I'm pretty much done!

 

Completing the Character: Now that you've got the basics down, Chart Five will show you details if needed. If the character is Fostered, for instance, they could roll on the chart to see what has happened to a parent (why were they Fostered? Are they on good terms with their parent or did they die in some awful accident?). If a Guild bred person is rolled, choose or roll for the skill. Anyone can choose a non-Guild skill, just to flesh out their background. If the character is a Rider/leader's child, perhaps rolling on the Dragon Color chart to see what kind of dragon their parent rides if not Gold/Bronze. If someone has a Fear, Like or Dislike perhaps they need to find out what kind of Animal, Person or Area they are specifically dealing with.

 

CHART FIVE: Special Circumstances, Skills, Colors, and Other Charts. Roll on this chart if you want more details about their family life, what crafts they are skilled in, their history and such should follow from this or can be rounded out with it! Choose or roll, of course! Decide where they were born (using Locations), what skills they picked up on their way to their destiny.

Key: no marking is "generic/Pern" world. A = Alskyr. D = Danach. E- Everond. Other markings as needed.

ROLL/Item
1
2
3
4
5
6
7
8
9
10
Animals (pets)

Feline

Domestic Expensive Hunting

Canine

Companion Guard, Hunting

Flitter

Fire Lizard AlisGryph SeaLizard

Guard Animal

World-Specific

Bird

Song, Hunting Showy

Difficult Animal

Dangerous Unusual Large

Horse

Racing Showing Working Draught

Ornery Type Animal

Goat, Snake, Wild Animal

Sea Animal

Dolphin SeaLizard Fish

Insect

Cricket, Silkworms, World Specific Insects

Animals (farm)

Feline

Mouser, Beggar, Mom-cat

Canine

Guard, Hunter, Hound-Dawg

Fowl

Turkey, Chicken, Duck, Goose, etc.

Goat

Llama, Goat, Fur-bearing, Milking

Bovine

Cow, Oxen, Pig, World-Specific meat/milk animal

Horse

Work/Draught, Pony, Old Nag, World-Specific

World-Specific

Caravan-use

World-Specific

Pulling-Animal

World-Specific

Guard Beast

World-Specific

Other Animal

Relatives

Mother

(or Foster)

Father

(or Foster)

Younger Brother Younger Sister
Older Brother Older Sister

Cousin

Male or Female

Aunt

Maternal Paternal

Uncle

Maternal Paternal

Grandparent

Maternal Paternal

Twin

Identical Fraternal Unknown?

Mysterious?

Stranger, Distant Relative, Bond by Marriage

Specific People
A Parent
A Relative (roll)
Lord/Lady
Rival in Love
Strange Visitor
Young Rider or Candidate
Rival for Locale
Headwoman or Steward
Rival Crafter (roll)
A Rider (dragon, etc., roll color)
Circumstances of Relationship
Perfect
Fine
At Odds
Location Unknown
Missing (runaway)
Disappeared (kidnapped)
Dead (natural)
Dead (accident)
Dead (murdered)
Suicided
 
A- Clan Rank
Captured Servant
Captured Mate
Low Rank
Low Rank
Working
Working†
Family Head
Family Head
Clan Subhead
Clan Leader
House/Hold Rank
Wanderer†
Servant, Drudge
Servant, Drudge
Holder, Cotholder
Holder, Cotholder
As't H'woman, Jr Steward
Headwoman, Steward
Minor Holder Minor Lady

House Holder, Lady Holder

House Lord, Lord Holder
Weyr Rank
Drudge
Lower Cavern
Candidate (no dragon)
Weyrling (w/dragon)
Rider
Headwoman
Wingsecond
WeyrlingMaster
Jr W'woman Jr W'leader
Weyrwoman Weyrleader
A- Caer Rank
Servant
Worker
Trained
Bonder (no dragon)
Bonder (with dragon)
Fledgeling
Dragoner
Fledge Trainer, Bond Searcher
Wing Leader
Fleet Leader
A- Aerie Rank
Servant
Worker
Trained
Standing
Hatchling, Fledgeling
Gryphoner
Fledge Trainer, Bond Searcher
Pride Leader
Aerie Daughter
Aerie Mother
A- Cove Rank
Worker
Fisherman
Bonder
Hatchling
Seaworthy
Pod Rider
Trainer
Scout
Pod Leader
Pod Leader
E- Nest Rank
Servant
Skilled
Bonder
Hatchling
Rider
Rider
Trainer
Retired
Wing Leader
Nest Leader
Craft/Guild Rank
None
Apprentice
Apprentice
Sr Appy
Sr Appy
Journeyman
Journeyman
SR J'man
Master
CraftMaster GuildMaster
D- Keep Rank
Slave
Servant
Servant
Children
Low Staff
Specialist
High Staff
High Staff
Morair Family
Morair
D- Cathair Rank
Slave/ Servant
Candidate
Staff
Staff
Specialist
Rider
Wing 2nd
Wing Leader/ Trainer
Cathair 2nd
Cathairix Cathairte
Icaran Common (not ranked)
Mob Initiate†
Outlaw†
Smithy
Crafter
Fencer†
Racer
Animal Tamer
Ninja†
Bounty Hunter†
Performer
Icaran Rank
Children
Staff
Staff Head
Aspirant
Junior Squire
Senior Squire
Knight, Judge
Apprentice Master
High Knight
High Prince/ Princess
 
Non-Craft Skills
Dance
Swim
Climb
Ride (Horse)
Drive (carriage)
Instruct (animal)
Instruct (children)
Math
Survival (envir.)
Perception
†Fighting Skills
Brawl
Boxing
Dirty
Kickbox
Club/Stick
Karate
Staff/Lance
Sword/Knife
Thrown
Exotic
Crafts (Less Skilled)
Agriculture
Husbandry
Pottery (clay)
Wood Craft
Service (Hold/House)
Service (Weyr/Caer)
Cooking (general)
Cooking (baking)
Trapping
Hunting
Crafts (Moderately Skilled)
Tanner
Weaver
Miner (basic)
Artist (paint, sculpt, etc.)
Fisher (river/net)
Records Keeper
Healer (herbalist)
Healer (midwife)
Seaman
Harper/Bard (singer/inst.) Roll below for instrument
Crafts (Highly Skilled)
Trader
Tailor (design)
Miner (special)
Smith (black)
Architect (design)
Dragon/Gryph Healer
Healer (medic)
Vintner
Architect (mason)
GlassBlower
Crafts (Unusual)
Politician
Circus Performer
Bounty Hunter†
Gryph/Flit Racer
Town Crier
Judge, Lawyer
Archer
Tactician,† Weaponsmith
Local Law†
Hermit
Crafts (Unusual)
Shipwright
Paper maker
Horse Jockey

Swindler/ Gambler

Thievery†
Spy-craft
Animal Breeder
Cartographer
Gypsy†
Entertainer
Crafts (Very Odd)
Dolphineer
Dragon Jockey
Computers
Power Creation
Tinker (gadgets)
Starcrafter (Navigation)
Philosophy
Ancient Studies
Explorer
Other?
 
Dragon Color (Male Pern Rider)
Green
Green
Blue
Blue
Blue
Blue
Brown
Brown
Brown
Bronze
Dragon Color (Fem Pern Rider)
Green
Green
Green
Green
Green
Blue
Blue
Brown
Gold
Gold
Dragon/Flit/Wher Color (Pern)
Green
Green
Green
Green
Blue
Blue
Brown
Brown
Bronze
Gold
Dragon Color (Alskyr)
Green
Blue
Purple
Brown
Cream
Red
Bronze
Gold
Silver
Black, White
Dragon Color (Male Alskyr)
Blue
Blue
Brown
Brown
Red
Red
Bronze
Silver
Black
White
Dragon Color (Female Alskyr)
Green
Green
Purple
Purple
Cream
Cream
Gold
Silver
Black
White
Sea Dragon Color (Alskyr)
Blue
Green
Violet
Aqua
Indigo
Black
Red
Yellow
Silver
Unusual
Gryphon (Alskyr)
Solid, Falcon
Solid, Owl
Solid, Other
Spots, Falcon
Spots, Owl
Spots, Other
Stripes, Falcon
Stripes, Owl
Stripes, Other
Mixed, Odd
Dragon Color (Male Danach)
Green
Blue
Blue
Blue
Blue
Blue
Copper
Copper
Copper
Black, Silver
Dragon Color (Female Danach)
Green
Green
Green
Green
Green
Blue
Purple, Lavender
Purple, Lavender
Purple, Lavender
Starry
Dragon Color (Male Tris'Hath)
Green
Blue
Blue
Blue
Red
Red
Yellow
White
White
Silver
Dragon Color (Female Tris'Hath)
Green
Green
Green
Blue
Red
Yellow
Yellow
White
Silver
Silver
Dragon Color (Daemian - Pelar)
Silver Ocean Blue
Gold Seafoam White
 
Bronze Flaxen Brown
Amethyst Rosy Pink
Copper to Sunset Red
 
Sapphire Midnight Black
Emerald Forest Green
Diamond Prism
Dragon Color (Vella Crean Male Rider -- OLD)
Green
Black
Black
Black
Bronze
Bronze
Bronze
Bronze
Red
Red
Dragon Color (VC Female Rider OLD)
Gold
White
White
White
White
Blue
Blue
Blue
Violet
Violet
Dragon Color (Cy-males)
Yellow
Red
Brown
Orange
Blue
Bronze
 
Silver
White
Black
Dragon Color (Cy-females)
Yellow
Green
Brown
   
Purple
 
Gold
 
White
Dragon Colors (Glenn Common)
Green
Cerulean
Purple
Red
Light Blue
   
Air
Water
Fire
Dragon Colors (Glenn Rare)
Silver
Gold
White
Crystal
Black
Lightning, Celestial
 
Air
Water
Fire
Icarus Drak Male
Ore
 
Earth
Fire
Mud
Desert
Plant
Day
Night
Mutation
Icarus Drak Female
Ore
Wind
Earth
Rain
 
Water
Forest
Day
Night
Mutation
Nemistan Female
Amber
Emerald
Amethyst
Onyx
Quartz
Aquamarine
Tanzanite
Peridot
Garnet
Opal
Nemistan Male
Ruby
Sapphire
Yellow-Topaz
Diamond
Quartz
Aquamarine
Tanzanite
Peridot
Garnet
Sinhalite (both)
(reserved for Everond/Other)                    
 
Location
Middle of Nowhere
Isolated
Always Moving
Minor Hold/House
Minor Settlement
Minor Hall, Small Riding
Near Large Settlement
Major Hall
Large Hold/House
Large Riding Settlement
Terrain Location
High Mt Peaks
High Mountains
Foothills
Farmland
Scrubland
Wild Valley
Desert
River Side
Coastal
Island
Climate
Terribly Cold
Blustery
Chilly
Seasonal
Temperate
Moderate
Warm
Muggy
Dry Heat
Very Hot
 
Items
Jewelry (cheap)
Wooden Toy
Collected Stones
A Bottle or Goblet
A Wooden Instrument
Gambling Cards/Dice
Clothing (cheap)
Small Painting
Carved Item
Animal Tack/Collar
Other Items
A Book
Stuffed Toy
A Map
A Lock of Hair
Unpolished Gemstones
A Flitter Egg
A Strange Key
A Locked Crate/Box
Bag of Seeds
Mysterious Carving
Valuable Items
Jewelry (ornate)
A Weapon
Expensive Clothing
Recipe for Wine/Food
Instrument (Master's)
Spy Glass
Tapestry (ornate)
Wagon or Ornate Tack
Dowry or Inheritance
Farm/House
Bard's Items (other than voice!)
Crafting Tools

Guitar

Lute, Banjo, Guitar, Mandolin, Sitar

Harp

Hand, Standing, Zither, Cittern, Lyre

Stringed

Violin, Cello, Bass, Fiddle

Brass

Trumpet, Coronet, Trombone

Woodwind

Flute, Whistle, Fife

Reed

Clarinet, Bassoon, Oboe, Saxophone

Odd

Bagpipe, Harmonica, Mouth Harp, Accordion, Piano

Drum

Hand, Small, Large, Cymbals, Bells, Xylophone

Unusual Item

Electric anything, Pipe Organ, Grinder Organ, Music Box, etc.

Food/Substance Allergy/Diet
Dairy/Cows
Pollen/Bees
Dust/Dirt
Fur/Animals
Wheat/Bread
Meat/Veggies
Eggs/Fish/ ShellFish
Salt/Spice
Sand/Common Substance
Rare Substance
 
1
2
3
4
5
6
7
8
9
10

Putting everything together! Now that you know numbers and items and such, how do you put it together? Well, if there are obvious relationships between things (such as they like to be around people and they are Craft bred) the results should be clear (they're probably a Harper!). However, what about things like WHY they dislike that piece of jewelry? Perhaps someone gave it to them and they have bad memories of them? Perhaps they are afraid of being in enclosed spaces because they lost their parents in a cave-in and had to be Fostered. This chart isn't really meant to flesh every connection out, it's mostly to provide inspiration and get the creative juices flowing.

 

Optional Things

If this isn't quite enough for you, here is a short random list of Disadvantages. It works by rolling two six-sided dice. The first will show you what Type of Disadvantage it is -- Social, Physical, Spiritual/Psionic. The second roll will determine which Disadvantage it is. They generally go from mild to extreme in seriousness of disadvantage. Some might openly contradict your already-created character. Feel free to ignore any of those, or just choose one or two if they're lower-level. Fears and such are already covered in the charts above.

Roll
Type
Weakest -1
2
Typical-3
Average-4
5
Strongest-6
1-2
Physical, Mild
Hairy/Bald
Smelly
Bad Teeth
Birthmark
Scars
Limp
3-4
Social
Poor/Greedy
Family Feud
New At...
Half-breed
Secret
Indebted
5
Physical, Strong
Clumsy
Colorblind
Deaf and/or Mute
Missing Limb
Blind
Shakes/Palsy
6
Spiritual
Too-Powerful Empathy
Cannot Hear Dragons
Gets Lost Between
Haunted
Strange Reincarnation
Possessed by Other Mind

Descriptions:

Hairy/Bald If male, extra hairy all over body and limbs; if female, no hair on head or way too hairy face

Smelly

The character gives off a strange or powerful odor, maybe they work with fish or dung, or maybe they just stink
Bad Teeth
Typically for medieval societies, without toothpaste, could be bad breath or missing teeth
Birthmark
This could be turned to a cute advantage, if in the right place, however it is a serious thing if on the face or hands as a port-wine stain
Scars
These are mild to serious and often on hands or face, somewhere that will make a difference, perhaps they are whip scars telling of a bad history
Limp
A club foot or a slight twist to the spine, may or may not require a cane or crutch to walk
Poor/Greedy
This could be either way, if born into a higher status family or lower one. Character hoards what little they have, or has just about nothing to their name
Family Feud
The character lives among a family whose members are at social odds with one or another family nearby. This could lead to murder, or a truce
New At...
New at a weyr, caer, House, situation, trying out something for the first time, they've just never "been there done that"
Half-Breed
The character has parentage which is dubious at best, perhaps from two warring clans or houses, or even two distinct breeds of humanoids

Secret/ Secret Life

The character's past is a mystery but only because they must hide it. Something has happened to them, in their past, and they must cover their tracks
Indebted
The family or character owes something to a person, rider, house or group. They might owe money, or their very life
Clumsy
Character is usually breaking things, including themselves, or trips other people constantly
Colorblind
They can see, but not in color. They might have some other form of color-blindness than we know on Earth
Deaf/Mute
Either one, or both. They will be at a serious disadvantage if they are illiterate and cannot communicate at all
Missing Limb
Usually an arm or hand, or part of a leg. This will seriously hinder most fighting riders, but makes other forms of bonding interesting
Blind
Character cannot use their eyes to see, but they might have a flitter or companion animal to help them get along, or may even be psionic
Shakes/Palsy
Hands and arms, or whole body, might be only barely under the person's control. They cannot hold a cup without it shaking, and have horribly bad writing, should never hold sharp objects lest they cut themselves
Too Powerful Empathy
For dragon riders, empathy is extremely important. But some characters might hear everyone's private thoughts, or be susceptible to emotions at a greater distance, or even feel pain from mental contact
Cannot Hear Dragons
This character cannot hear dragons. However that does not hinder their bonding ability for some reason. They may have to develop another form of communication with their bond
Gets Lost Between
No matter how hard they try, this character will never be any good at teleportation. They might wind up in the right place only because their bond creature can remember how to get there, but they themselves cannot give proper instruction to do it
Haunted
Character sees and is affected by the dead in some form. They might actually be imagining it, but more likely they're seeing the dead and being scared by them. They may have nightmares, or suffer terrible guilt over something
Strange Reincarnation
Little does the character know that their appearance or their personality has been before. They are the spitting-image of so-and-so, for good or ill, or perhaps they are trying to live up to the psychic impressions they've been left from a former life
Possessed by Another Mind
This character might have multiple personalities they've developed all by themselves, but they might also be harboring a parasitic 'other' mind which is often totally different in intent. This can cause lots of trouble when bonding

Don't feel that you must apply any of the disadvantages to your character if it won't help flesh them out. On the other hand, sometimes laying on a couple disadvantages will take the annoying edge off a 'perfect' candidate and make them 'better'. Who knows?

 

But what about a name?

Every character should have a unique name. Since many -- but not all -- Dragon agencies worlds shorten male names (often using a ' mark, so Darnell would become D'nell or D'arn or R'nell) so try to avoid very common names which will shorten to the same as others. Fantasy world names should be exotic sounding. To help find names, here are some sites which create random names, or have lists of existing names.

Cavemaster's name generator; Kabalarian name list; Dada's Little Baby Namer; Chris Pound's Random Name Generator.

Some questions to ask about this character:

What about their brothers and sisters? Where are they now? How is their relationship with them or their family?

Why would someone become this character's rival? What would they do if confronted with a rival?

Who are they attracted to? Why? Who or what totally turns them off? Who do they Idolize?

What is their reason for coming to a dragon site (assuming this is a Candidate character)? Why would they leave? Who do they respect?

How long do you see them living? How will they age? Are they likely to die fighting threats to the world or because of treachery?

If you want to flesh out the character's history even more, check out the new EVENTS GUIDE!

 

Thank you for using the Fantasy Character Generator! Please link to this site if you feel that it helped you! Also, please feel free to email the creator to add input.