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PRE-GENERATED CHARACTERS — LEVEL 1

Six Ready-to-Play Characters

Pre-Generated Characters — Level 1

Pre-Generated Characters — Level 1

Ruins of Symbaroum — thistlehold.com

Six ready-to-play characters. Pick one and go. Each has a backstory hook that ties into the world — no homework required.


1. Sevara — Ambrian Fighter

*"I don't fight for the Queen. I don't fight for Prios. I fight for coin. Coin doesn't ask you to believe in anything."*

Page 1

FieldValue
Player Name_________________________
Character NameSevara
OriginHuman (Ambrian)
ClassFighter
Approach— (chosen at Level 3)
Level1
BackgroundSellsword
XP0

Ability Scores

StrengthDexterityConstitutionIntelligenceWisdomCharisma
16 (+3)13 (+1)14 (+2)8 (-1)12 (+1)10 (+0)

Saving Throws

Str ★DexCon ★IntWisCha
+5+1+4-1+1+0

Combat

ArmorShieldACInitiativeSpeed
Chain mail (16)16+130 ft
Temp HPCurrent HPMax HPCurrent HDMax HD
12121d101d10
Passive PerceptionPassive InsightInspirationProficiency Bonus
1111+2

Corruption

Temporary CorruptionPermanent CorruptionCurrent CorruptionCorruption Threshold
0006

Shadow

*Copper — the metallic scent of old blood and battlefield dust*

Attacks & Spellcasting

AttackBonusDamage (Type)Properties
Greatsword+52d6+3 (slashing)Heavy, two-handed
Handaxe+51d6+3 (slashing)Light, thrown (20/60)

Skills

SkillModSkillMod
Athletics ★+5Arcana-1
Acrobatics+1Animal Handling+1
Sleight of Hand+1History-1
Stealth+1Insight+1
Investigation-1
Medicine+1
Nature-1
Perception+1
Religion-1
Deception+0Survival ★+3
Intimidation ★+2
Performance+0
Persuasion+0

Personality Traits

*I don't talk much. Actions speak louder.*

Bonds

*The people I cross the Titans with are the only people I trust.*

Ideals

*Survival. You do what you have to do to keep going.*

Flaws

*I charge in before thinking. The greatsword comes out first; questions come later.*

Equipment

Greatsword, 2 handaxes, chain mail, explorer's pack (backpack, bedroll, mess kit, tinderbox, 10 torches, 10 days rations, waterskin, 50 ft rope), set of bone dice

Coin & Treasure

ThalerShillingsOrtegsOther Treasure
100

Language & Tool Proficiencies

Ambrian, Barbarian (basic); All armor, all shields, simple weapons, martial weapons

Page 2

Features & Traits

Fighting Style — Great Weapon Fighting: When you roll a 1 or 2 on a damage die with your greatsword, you reroll it and take the new result.

Second Wind (1/short rest): Bonus action, regain 1d10+1 HP.

Ambrian Origin: Proficiency in one extra skill (Survival).

Treasure & Special Gear

A set of bone dice from her soldiering days. A scar across her left forearm from the Great War's aftermath.

Spells Known

*None — Sevara does not cast spells.*

Backstory

Sevara fought as a mercenary in the last years of the Great War's aftermath. She crossed the Titans with the refugee columns but never settled — she moved from contract to contract, working for barons, merchants, and anyone who needed a sword. She arrived in Thistle Hold last month, drawn by the promise of expedition work that pays better than garrison duty. She doesn't talk about Alberetor. She doesn't talk about the war. She talks about the job.

Hook: A former commanding officer named Corporal Danna is working the mountain toll road. Sevara served under her. They did not part on good terms.


2. Gadramon — Barbarian Witch (Druid)

*"The Ambrians think the forest is a vault to be cracked open. The forest thinks the Ambrians are food. I have seen which one is correct."*

Page 1

FieldValue
Player Name_________________________
Character NameGadramon
OriginHuman (Barbarian — Clan Baiaga)
ClassDruid
Approach— (chosen at Level 2)
Level1
BackgroundWitch / Davokar Guide
XP0

Ability Scores

StrengthDexterityConstitutionIntelligenceWisdomCharisma
8 (-1)13 (+1)14 (+2)12 (+1)16 (+3)10 (+0)

Saving Throws

StrDexConInt ★Wis ★Cha
-1+1+2+3+5+0

Combat

ArmorShieldACInitiativeSpeed
Leather (11)Shield (+2)14+130 ft
Temp HPCurrent HPMax HPCurrent HDMax HD
10101d81d8
Passive PerceptionPassive InsightInspirationProficiency Bonus
1513+2

Corruption

Temporary CorruptionPermanent CorruptionCurrent CorruptionCorruption Threshold
0006

Shadow

*Moss and wet earth — the deep green smell of undisturbed forest floor*

Attacks & Spellcasting

AttackBonusDamage (Type)Properties
Quarterstaff+11d6-1 (bludgeoning)Versatile (1d8)
Produce Flame+51d8 (fire)30 ft range, cantrip

Skills

SkillModSkillMod
Athletics-1Arcana+1
Acrobatics+1Animal Handling+3
Sleight of Hand+1History+1
Stealth+1Insight+3
Investigation+1
Medicine ★+5
Nature ★+3
Perception ★+5
Religion+1
Deception+0Survival ★+5
Intimidation+0
Performance+0
Persuasion+0

Personality Traits

*I talk to things that aren't there. The spirits hear me even if others can't.*

Bonds

*Clan Baiaga raised me. I left, but I carry their ways with me.*

Ideals

*Balance. The forest takes and the forest gives. Humans who only take will be consumed.*

Flaws

*I trust the forest more than people. Sometimes I forget which side I'm on.*

Equipment

Quarterstaff, leather armor, wooden shield (carved with Baiaga clan symbols), herbalism kit, explorer's pack, pouch of dried herbs and bone tokens

Coin & Treasure

ThalerShillingsOrtegsOther Treasure
050Bone token set (witch's tools)

Language & Tool Proficiencies

Ambrian, Barbarian; Herbalism kit; Light armor, medium armor, shields (no metal), simple weapons

Page 2

Features & Traits

Druidic (Witchcraft Tradition): You know the secret language of the old ways — marks, symbols, and signs left by other witches. You can leave messages and read warnings others have carved.

Barbarian Origin: Advantage on Wisdom (Survival) checks in forested terrain. You know one additional language (Barbarian).

Treasure & Special Gear

A carved bone token set used for divination and spirit communication. A wooden shield carved with Clan Baiaga bear symbols.

Spells Known

Cantrips: Produce Flame (favored — 0 corruption), Druidcraft (favored — 0 corruption)

1st Level (2 slots): Healing Word, Entangle, Detect Magic, Faerie Fire *(prepare 4 per day from full druid list)*

Corruption Cost: Cantrips (favored) = 0. Leveled spells = 1d4 + spell level temporary. Ritual = spell level ÷ 2 (rounded up) PERMANENT.

Backstory

Gadramon was raised in Clan Baiaga, learning the old ways from the clan's witches — how to read the forest, communicate with spirits, and sense corruption in the air. He left the clan three years ago after a disagreement with the elders about whether to trade with the Ambrians. He works as a guide out of Thistle Hold, leading expeditions into Bright Davokar. He despises the Church of Prios and avoids the Sun Temple. He talks to spirits others can't see, which makes Ambrians nervous.

Hook: He's heard that Clan Odaiova has accepted an Ambrian trade agreement. He thinks it's a mistake and wants to warn them — but he needs a reason to travel to their territory.


3. Ereka — Changeling Rogue

*"People look at me and see something wrong. The forest looks at me and sees something useful. I'll take the forest."*

Page 1

FieldValue
Player Name_________________________
Character NameEreka
OriginChangeling
ClassRogue
Approach— (chosen at Level 3)
Level1
BackgroundTreasure Hunter
XP0

Ability Scores

StrengthDexterityConstitutionIntelligenceWisdomCharisma
8 (-1)16 (+3)12 (+1)14 (+2)13 (+1)10 (+0)

Saving Throws

StrDex ★ConInt ★WisCha
-1+5+1+4+1+0

Combat

ArmorShieldACInitiativeSpeed
Leather (11)14+330 ft
Temp HPCurrent HPMax HPCurrent HDMax HD
991d81d8
Passive PerceptionPassive InsightInspirationProficiency Bonus
1311+2

Corruption

Temporary CorruptionPermanent CorruptionCurrent CorruptionCorruption Threshold
0005

Shadow

*Shimmering — like heat haze, a faint distortion at her edges that others notice but can't name*

Attacks & Spellcasting

AttackBonusDamage (Type)Properties
Shortsword+51d6+3 (piercing)Finesse, light
Shortbow+51d6+3 (piercing)Range 80/320
Sneak Attack+1d6With advantage or adjacent ally

Skills

SkillModSkillMod
Athletics-1Arcana+2
Acrobatics ★+5Animal Handling+1
Sleight of Hand+3History+2
Stealth ★★+7Insight+1
Investigation ★+4
Medicine+1
Nature+2
Perception ★+3
Deception ★+2Religion+2
Intimidation+0Survival+1
Performance+0
Persuasion+0

★★ = Expertise (double proficiency)

Personality Traits

*I watch exits before I watch people. Old habit.*

Bonds

*My parents smuggled me out of a village that wanted to hand me to the Church. I owe them everything.*

Ideals

*Freedom. Nobody owns me. Nobody controls me. Nobody locks me up.*

Flaws

*I take things that aren't mine. Not because I need them — because I can.*

Equipment

Shortsword, shortbow, 20 arrows, leather armor, thieves' tools, explorer's pack, 50 ft rope

Coin & Treasure

ThalerShillingsOrtegsOther Treasure
150

Language & Tool Proficiencies

Ambrian, Barbarian; Thieves' tools ★★, light armor, simple weapons, hand crossbows, longswords, rapiers, shortswords

Page 2

Features & Traits

Sneak Attack (1d6): Extra damage once per turn when you have advantage on the attack or an ally is within 5 ft of your target.

Expertise: Double proficiency in Stealth and Thieves' Tools.

Thieves' Cant: You know the secret language of criminals and treasure hunters.

Changeling Shapeshift: As an action, change your appearance to resemble any humanoid you've seen. Lasts until dismissed or you die. DC = 8 + proficiency + Charisma.

Treasure & Special Gear

None yet. Everything she owns she carries.

Spells Known

*None — Ereka does not cast spells.*

Backstory

Ereka was raised in a farming village south of Yndaros by parents who loved her — until her ears started pointing and her features shifted. The village priest demanded she be surrendered to the Church. Her parents smuggled her out at night. She's been surviving alone since age fourteen. She learned to pick locks, find traps, and take things that don't belong to her. She arrived in Thistle Hold because it's the one place where being strange doesn't make you the strangest person in the room.

Hook: She's been having dreams about a forest she's never visited — ancient trees, a city of white stone, figures with antlers. She doesn't know these are memories from the elf who replaced her. She wants to find out.


4. Grumbol — Goblin Ranger

*"You want someone to find the trap before you step on it? Grumbol is your goblin. You want someone to carry the heavy stuff? Get an ogre."*

Page 1

FieldValue
Player Name_________________________
Character NameGrumbol
OriginGoblin
ClassRanger
Approach— (chosen at Level 3)
Level1
BackgroundScout
XP0

Ability Scores

StrengthDexterityConstitutionIntelligenceWisdomCharisma
8 (-1)16 (+3)13 (+1)10 (+0)14 (+2)12 (+1)

Saving Throws

Str ★Dex ★ConIntWisCha
+1+5+1+0+2+1

Combat

ArmorShieldACInitiativeSpeed
Leather (11)14+330 ft
Temp HPCurrent HPMax HPCurrent HDMax HD
11111d101d10
Passive PerceptionPassive InsightInspirationProficiency Bonus
1412+2

Corruption

Temporary CorruptionPermanent CorruptionCurrent CorruptionCorruption Threshold
0005

Shadow

*Damp soil and mushroom — the earthy, persistent smell of things growing in dark places*

Attacks & Spellcasting

AttackBonusDamage (Type)Properties
Shortbow+51d6+3 (piercing)Range 80/320
Shortsword (main)+51d6+3 (piercing)Finesse, light
Shortsword (off-hand)+51d6 (piercing)Dual wield, light

Skills

SkillModSkillMod
Athletics ★+1Arcana+0
Acrobatics+3Animal Handling+2
Sleight of Hand+3History+0
Stealth ★+5Insight+2
Investigation+0
Medicine+2
Nature ★+2
Perception ★+4
Deception+1Religion+0
Intimidation+1Survival ★+4
Performance+1
Persuasion+1

Personality Traits

*Grumbol talks about Grumbol in third person when nervous. Grumbol is often nervous.*

Bonds

*The Karabbadokk tribe is home. Grumbol sends them half his pay.*

Ideals

*Usefulness. Be useful and people don't throw you away.*

Flaws

*Grumbol doesn't say no to work, even when the work is clearly suicidal.*

Equipment

Shortbow, 20 arrows, 2 shortswords, leather armor, explorer's pack, hunting trap

Coin & Treasure

ThalerShillingsOrtegsOther Treasure
050

Language & Tool Proficiencies

Ambrian, Goblin; Light armor, medium armor, shields, simple weapons, martial weapons

Page 2

Features & Traits

Favored Enemy — Beasts: Advantage on Survival to track beasts and Intelligence checks to recall info about them.

Natural Explorer — Forest: Double proficiency on Int/Wis checks in forests. Can't become lost except by magic. Find twice as much food foraging.

Goblin Nimbleness: Move through the space of any creature larger than you. Disengage or Hide as a bonus action.

Goblin Origin: Small size. Darkvision 60 ft.

Treasure & Special Gear

A hunting trap of goblin design — smaller and lighter than Ambrian models, but just as effective.

Spells Known

*None at level 1 — Rangers gain spellcasting at level 2.*

Backstory

Grumbol is a member of the Karabbadokk tribe near Thistle Hold. He's been guiding small expeditions into Bright Davokar for three years — scouting trails, spotting dangers, and getting paid less than half what a human guide would earn. He's sharp, sardonic, and utterly reliable. He knows he'll feel the Call to pupate someday — the biological urge to wander deep into Davokar and cocoon. He doesn't talk about it. He focuses on today.

Hook: A goblin from his tribe disappeared last week. She wasn't old enough for the Call. Grumbol suspects she was taken — but by whom and why, he doesn't know.


5. Magna — Ogre Barbarian

*Magna doesn't say much. Magna doesn't need to. When Magna stands up, conversations end.*

Page 1

FieldValue
Player Name_________________________
Character NameMagna
OriginOgre
ClassBarbarian
Approach— (chosen at Level 3)
Level1
BackgroundLaborer
XP0

Ability Scores

StrengthDexterityConstitutionIntelligenceWisdomCharisma
17 (+3)10 (+0)16 (+3)6 (-2)12 (+1)8 (-1)

Saving Throws

Str ★DexCon ★IntWisCha
+5+0+5-2+1-1

Combat

ArmorShieldACInitiativeSpeed
None (unarmored)13+030 ft
Temp HPCurrent HPMax HPCurrent HDMax HD
15151d121d12
Passive PerceptionPassive InsightInspirationProficiency Bonus
1311+2

Corruption

Temporary CorruptionPermanent CorruptionCurrent CorruptionCorruption Threshold
0007

Shadow

*Faint ozone — the smell before a thunderstorm, barely perceptible but heavy*

Attacks & Spellcasting

AttackBonusDamage (Type)Properties
Greataxe+51d12+3 (slashing)Heavy, two-handed
Javelin (×4)+51d6+3 (piercing)Thrown (30/120)

Skills

SkillModSkillMod
Athletics ★+5Arcana-2
Acrobatics+0Animal Handling+1
Sleight of Hand+0History-2
Stealth+0Insight+1
Investigation-2
Medicine+1
Nature-2
Perception ★+3
Deception-1Religion-2
Intimidation ★+1Survival+1
Performance-1
Persuasion-1

Personality Traits

*Magna listens more than she speaks. She hears things others miss.*

Bonds

*A Baiaga witch raised me. She said: "When the forest calls, don't go alone." I don't know what it means yet.*

Ideals

*Protection. I am big. Others are small. I stand between them.*

Flaws

*I don't understand deception. I take people at their word, which makes me easy to trick.*

Equipment

Greataxe, 4 javelins, explorer's pack, a wooden figure of a bear (carved by the Baiaga witch who raised her)

Coin & Treasure

ThalerShillingsOrtegsOther Treasure
030Wooden bear figure

Language & Tool Proficiencies

Ambrian (basic), Barbarian (basic); Light armor, medium armor, shields, simple weapons, martial weapons

Page 2

Features & Traits

Rage (2/long rest): Bonus action. Advantage on Strength checks/saves. +2 melee damage. Resistance to bludgeoning, piercing, slashing. Lasts 1 minute.

Unarmored Defense: AC = 10 + Dex + Con (13).

Ogre Origin: Powerful Build (count as Large for carrying/pushing). Darkvision 60 ft.

Treasure & Special Gear

A wooden bear figure, hand-carved by a Baiaga witch. Magna keeps it in her belt pouch and holds it when she's scared.

Spells Known

*None — Magna does not cast spells.*

Backstory

Magna emerged from the forest five years ago — confused, enormous, and alone. A Baiaga witch took her in and taught her language, manners, and the basics of survival. When the witch died, Magna wandered to Thistle Hold and found work hauling cargo at the warehouses. She's strong, loyal, and gentle by nature. She rages in battle because she's afraid — and the fear turns to fury. She doesn't understand most social situations. She understands danger.

Hook: The Baiaga witch who raised her gave Magna a single instruction before dying: "When the forest calls, don't go alone." Magna doesn't know what this means yet.


6. Kolvar — Dwarf Wizard (Ordo Magica)

*"I cast no shadow. My people were built as tools. I refuse to be a tool again — but I will use every tool available."*

Page 1

FieldValue
Player Name_________________________
Character NameKolvar
OriginDwarf
ClassWizard
Approach— (chosen at Level 2)
Level1
BackgroundScholar
XP0

Ability Scores

StrengthDexterityConstitutionIntelligenceWisdomCharisma
8 (-1)13 (+1)14 (+2)16 (+3)12 (+1)10 (+0)

Saving Throws

StrDexConInt ★Wis ★Cha
-1+1+2+5+3+0

Combat

ArmorShieldACInitiativeSpeed
None11+130 ft
Temp HPCurrent HPMax HPCurrent HDMax HD
881d61d6
Passive PerceptionPassive InsightInspirationProficiency Bonus
1113+2

Corruption

Temporary CorruptionPermanent CorruptionCurrent CorruptionCorruption Threshold
0006

Shadow

*Absent — where Kolvar's shadow should fall, there is only light. The ground beneath him has no darkness.*

Attacks & Spellcasting

AttackBonusDamage (Type)Properties
Fire Bolt+51d10 (fire)120 ft range, cantrip
Dagger+31d4+1 (piercing)Finesse, light, thrown (20/60)

Skills

SkillModSkillMod
Athletics-1Arcana ★+5
Acrobatics+1Animal Handling+1
Sleight of Hand+1History ★+5
Stealth+1Insight ★+3
Investigation ★+5
Medicine+1
Nature+3
Perception+1
Deception+0Religion+3
Intimidation+0Survival+1
Performance+0
Persuasion+0

Personality Traits

*I catalogue everything. Every ruin, every artifact, every observation goes in the journal.*

Bonds

*My exile requires me to "return what was taken." I believe a stolen dwarven artifact lies in the ruins of Davokar.*

Ideals

*Knowledge. Understanding is the only power that cannot be taken from you.*

Flaws

*I prioritize the artifact over people. The mission comes first. I'm working on that.*

Equipment

Spellbook, dagger, component pouch, scholar's pack, a brass compass that points toward the nearest source of corruption

Coin & Treasure

ThalerShillingsOrtegsOther Treasure
150Brass compass (possibly functional)

Language & Tool Proficiencies

Ambrian, Dwarven; Daggers, darts, slings, quarterstaffs, light crossbows

Page 2

Features & Traits

Arcane Recovery (1/day): After a short rest, recover 1 level of spell slots.

Dwarven Origin: No shadow (Witchsight users notice you more easily). Dwarven Resilience (advantage on saves vs. poison, resistance to poison damage).

Treasure & Special Gear

A brass compass of unknown origin that occasionally twitches toward the north. A leather-bound spellbook with meticulous handwriting and margin notes in Dwarven.

Spells Known

Cantrips: Fire Bolt (1 temp corruption), Mage Hand (1 temp), Light (1 temp)

1st Level (2 slots) — Spellbook contains 6, prepare 4:

Shield, Magic Missile, Detect Magic, Sleep, Mage Armor, Identify

Recommended Prepared: Shield, Magic Missile, Mage Armor, Sleep

Corruption Cost: Cantrips = 1 temporary. Leveled spells = 1d4 + spell level temporary. Ritual = spell level ÷ 2 (rounded up) PERMANENT.

Backstory

Kolvar is an exile from a dwarven house whose name he won't speak. His penance requires him to "return what was taken" — a phrase he interprets as recovering a stolen dwarven artifact somewhere in the ruins of Davokar. He joined the Ordo Magica in Yndaros, transferred to the Thistle Hold Charter Hall, and now assists Magister Kullinan Frey with research while planning his own expedition. He casts no shadow, which makes people uneasy. He's used to it.

Hook: His brass compass occasionally twitches toward the north — toward Dark Davokar. He tells himself it's broken. He's not sure.