Preferred Attribute

Choose one Attribute that represents your character’s natural aptitude in life. Attributes represent the competencies that make up the core of a character- the innate physical and mental capabilities that influence what skills a character may take and what they are intuitively talented in. Attributes range from -2 to 2 on characters, with 0 representing average human competency.  All characters begin play with all their Attributes at 0 except one. That one Preferred Attribute is chosen to be +1, which represents something that the character is better at than most others. Characters may also take a -1 Attribute as a serious flaw for extra points in the Perks and Flaws section of Character Creation, or spend experience points to increase their other Attributes. 

See the Attributes section for more details on Attributes.

Skill Branches and the Self-Teach List

In Gothic: Age of Ashes, all skills require a teacher in order to learn them- excluding those skills that are within Skill Branches you have familiarity with due to your character’s upbringing.  During Character Creation, you will choose Skill Branches based on your culture, environment, parents, and archetype.  It is assumed that you have enough experience with these branches, or are close enough to someone who does, that you do not require a teacher to learn skills within them and can simply buy them with XP.  For all other skills, you will require someone who already has the skill to teach you – either through using a downtime action or through an at game scene if they have the requisite Academics skill. Some books also can serve the role of teacher of a certain skill, and your character may read them over a downtime to unlock it.

For all Skill Branches you must buy skills in order, so the second level may only be bought after the first level, etc., and any fifth level skills may only be purchased after levels 1-4 are purchased. You must purchase fifth level fruits individually.

After you choose all your Skill Branches based on your culture, environment, parents, and archetype you will have the ability to spend your starting XP in these branches. The skill branches you select at character creation stay with you as self-teach options, and you can purchase skills in them later in game without a teacher with XP. The skill branches you choose at Character Creation remain on your “self-teach list”, regardless of whether or not you choose to spend XP in them at Character Creation. You may spend XP earned in game on these skills at a later time without a teacher.

See the Skills section for more details on all of our skills.

Locked Skills

Many Skill Branches in Age of Ashes are locked by a specific required Attribute and require at least one level in that Attribute in order to buy it with XP.  These skills are noted by a parenthetical notation which contains the requisite Attribute. However, these skills may be acquired through Character Generation without the requisite Attribute if they are acquired through Cultural, Environment, Archetype, or Guardian skills. In order to further increase skills in these Skill Branches through XP purchases (including XP gained through flaws) you must first increase the requisite Attribute.

It should be noted that if your rank in an Attribute ever falls below 1 in play, you lose access to any corresponding Attribute-gated skills.  So, for example, if your character has Intellect 1 and the gated skill Academics, but through actions and events in-game such as a poison their Intellect falls to 0 or lower, they no longer have access to their Academics skill until their Intellect Attribute is restored to 1.


For the majority of the human population, the community they grew up with is the only one they know.  Travel brings great unknown risk, and so many people choose the danger they know, and stay with what is familiar. While there are always exceptions to this, one’s culture still represents a great many things about how a person was raised and is an important part of who they are.

While it is not mandatory, we encourage players to read their chosen culture’s information packet so that they have a firmer grasp on what values, history, food, power structures, etc. they may have been exposed to.

When choosing a culture, you may choose 3 Skill Branches out of the list provided under the culture and 1 Skill Branch from your chosen starting environment.

Please click here for links to all of the culture packets.

Gothics – Those who Riot

Gothic – A people who are driven to endure by whatever means necessary. Theirs is a world of hard truths, hard living, and hard hearts. It is their duty to ensure that mankind lives on, and this means that survival of the fittest is the highest law. They exist within the bones of the old Empire, trying to compete over the scraps of its diseased and rotting entrails. 

Gothics have the choice of Pugilism, Security, Legerdemain (Speed), Light Weapons (Speed), Streetwise, or Grit (Fortitude) as cultural skills. Their starting environments are:

Inner City – Choose 1 Skill Branch from Intimidate, Stealth, or Thrown Weapons.

Merchant Row – Choose 1 Skill Branch from Persuasion (Intellect), Medium Weapons, or Barber Surgeon (Faith).

Outskirts – Choose 1 Skill Branch from Traps, Hunting, or Discipline (Resolve).

Salgothics – Those who Barricade.

A people who have sealed themselves away from the suffering masses.  Through the power of faith and ingenuity, they have forged a refuge and sanctuary from the barbarous and evil world outside, but in so doing, have created their own prison. Surrounded by the relics and wealth of the past, they have learned that you cannot eat gold and jewels. And while they have worked so hard to keep out the monsters outside, they forgot what they had locked in with them. 

Salgothics have a choice of Tailoring, Herbalism, Empathy, Alchemist, Academics (Intellect), or Occult (Faith) as cultural skills. Their starting environments are:

Lethia – Choose 1 Skill Branch from Metalsmithing, Commanding Presence (Resolve), or Advise.

Fenristadt – Choose 1 Skill Branch from Mining, Persuasion (Intellect), or Plague Doctor (Fortitude).

Aquila – Choose 1 Skill Branch from Farming, Information Gathering (Intellect), or Firearms (Speed).

Seravian – Those who Become the Monster.

A people habitated and socially inoculated to the threat of vampires, werewolves, monsters, and Malefic. The taint is in their land, and runs in their blood as well. Keepers of history, they dwell in soot-stained, foggy villages, lit by lamplight – where protection, power, and lore may be had, if one is willing to sacrifice. Here, the lines are blurred between who is the hunter and the hunted; who is the human and the beast. 

Seravians have the choice of Woodworking, Gunsmithing, Forestry, Farming, Firearms (Speed), or Discipline (Resolve) as cultural skills. Their starting environments are:

Vampire Court – Choose 1 Skill Branch from Gunsmithing, Heavy Weapons (Strength), or Academics (Intellect).

Villager – Choose 1 Skill Branch from Escape Artist (Fortitude), Forestry, or Mining.

Artisan – Choose 1 Skill Branch from Tailoring, Woodworking, or Metalsmithing.

Hesha – Those who Steal.

A people living atop a sunken world, revering and respecting the sea’s gifts, but forever thirsty for more. They live by the rule of taking whatever they can until they are too weak to grasp. They strive for glory, fame, riches, and at the heart of it all, to be remembered; remembered longer than the flooded, ancient, long-abandoned cities they call home. 

Hesha have the choice of Marital Arts (Speed), Tempt (Resolve), Performance (Faith), Medium Weapons, Barber Surgeon (Faith), or Thrown Weapons as cultural skills. Their starting environments are:

Landbound – Choose 1 Skill Branch from Woodworking, Farming, or Archery (Strength).

Dock Rat – Choose 1 Skill Branch from Wrestling (Strength), Legerdemain (Speed), or Light Weapons (Speed).

On the Waves – Choose 1 Skill Branch from Pugilism, Oratory Presence (Faith), or Medium Weapons.

Nemien – Those who Flee.

A people who always keep moving, following patterns and paths which make sense to them alone. They carry their stories on their lips and on their skin, leaving behind anything heavier than a song. Insular and spiritual, they forever journey on a road without end. They hope that someday, somehow, they will find what they abandoned long ago. 

Nemien have the choice of Hunting, Herbalism, Empathy, Survivalist, Alchemist, or Thrown Weapons as cultural skills. Their starting environments are:

Spiritual – Choose 1 Skill Branch from Oratory Presence (Faith), Advise, or Occult (Faith).

Trader – Choose 1 Skill Branch from Tempt (Resolve), Information Gathering (Intellect), or Performance (Faith).

Warrior – Choose 1 Skill Branch from Martial Arts (Speed), Heavy Weapons (Strength), or Archery (Strength).

Outlander – There are those who Fight.

A people marked and cursed as unclean and untouchable, sent to live and die defending the borders of the world. Facing the non-men, the Malefic, plague,and wastelands, they protect those who would revile and scorn them. In so doing, have become some of the most deadly fighters in existence – at one with their environment.  Outlanders have the choice of Wrestling (Strength), Metalsmithing, Intimidate, Mining, Hunting, or Heavy Weapons (Strength) as cultural skills. Their starting environments are:  

Settlements – Choose 1 Skill Branch from Pugilism, Security, or Escape Artist (Fortitude).

Wastes – Choose 1 Skill Branch from Commanding Presence (Resolve), Medium Weapons, or Survivalist.

Swamps – Choose 1 Skill Branch from Traps, Stealth, or Grit (Fortitude).

Forgotten Ones – Those who Hide.

A people who have not forgotten – who can trace their lines and beliefs back to the times before, back to when the world was younger and the gods had names with sharper edges. But they are relics, and thus the world has forgotten them. Isolated in their hidden forests and vales, they tend their own business, their own practices, and their own survival.  

Forgotten Ones have the choice of Stealth, Hunting, Herbalism, Survivalist, Occult (Faith), and Discipline (Resolve) as cultural skills. Their starting environments are:

Island – Choose 1 Skill Branch from Persuasion (Intellect), Performance (Faith), or Alchemist.

Temperate Wilds – Choose 1 Skill Branch from Traps, Forestry, or Archery (Strength).

Rimeland – Choose 1 Skill Branch from Intimidate, Plague Doctor (Fortitude), or Grit (Fortitude).


Your archetype (Social, Mental, Physical, or Spiritual) represents what interests your character has had throughout their lives, and what aptitudes they have had an inclination towards in general terms. It reflects upon the way in which they live their lives in very broad strokes. When selecting an Archetype you select 1 Skill Branch  offered by that Archetype as well.



You have always had an aptitude for delving deeper into things, maybe even when you were not supposed to. Or perhaps especially when you were not supposed to.  People, machines, and the written word offer countless puzzles to be uncovered and solved. You think critically and see connections where others, perhaps, do not. 

Skill Branches: Security, Traps, Advise, Information Gathering (Intellect), Plague Doctor (Fortitude), Academics (Intellect)



You have found that all problems at their core are people problems, and communication is the primary means of solving whatever ails any form of human relationship. Thankfully, you thrive in social situations, and always seem to be able to determine the right thing to say in order to get the desired result. 

Skill Branches: Tailoring, Intimidate, Farming, Tempt (Resolve), Empathy, Streetwise



You know there is a greater purpose that each human life carries, and you feel more in touch with your calling than others. The deeper mysteries of the world beyond the mundane are where your fascination lies, and you have a gift for understanding the enigmas of life, belief, and what lies beyond our senses. 

Skill Branches: Commanding Presence (Resolve), Oratory Presence (Faith), Barber Surgeon (Faith), Alchemist, Occult (Faith), Discipline (Resolve)



You have gotten to where you are today by the training and honing of your body into the tool it needs to be to get the required job done.  Most all problems can be solved by the quick and firm application of hands and muscle, and you have made sure that you have developed control of your body to be at the ready with such a solution.  

Skill Branches: Pugilism, Metalsmithing, Forestry, Mining, Medium Weapons, Thrown


Children are like sponges, and no matter the state of your childhood, those that raised you provided you with the base of knowledge that you build upon throughout the rest of your life.  Who raised you? What did they do? What did they teach you? Choose 2 Skill Branches that represents the skills they passed along to you.


Now that you have considered the foundation of your character’s past, such as how and where they were raised, where they come from, and where their talents lie, it is time to choose what the major driving and motivating factor in their current life is. A character’s Devotion is intended to be a core part of who they are; it is what they would live and die for.  It is a touchstone to the motivations of your character, and the more they act in accordance with it, the stronger their sense of self and power is. Conversely, when a character goes against their Devotion, they can be devastated, lost, and out of touch with who or what they have become.  See the full description of Devotions and their mechanics here. 

The general types of Devotion your character may choose from are: Order, Chaos, Love, Hate, Self, Passion. After you choose the type of Devotion, you must further choose an Object of that Devotion, such as an institution, lover, or ideal. Examples of “Common Devotions” are detailed in the full description of Devotions. It is not enough to be a character driven by Love. You must choose who your character Loves so much that it fuels their drive for continuing to fight each day.


Faith in Self/Faith in Higher Powers

Now that you have considered your devotion, it is time to figure out your perspective on the world. In Age of Ashes, there are two different perspectives on the world: whether one believes that they are ultimately responsible for their own fate, or one believes that higher powers than they have control over their destiny.  This choice in viewpoint affects how characters interpret and find meaning in the world, and how the rituals of cultists interact with them.  Read up on Faith in Self/Faith in Higher Powers here and figure out which works for your character.




The time has come to choose your character’s name and give them the breath of life. Naming conventions vary from culture to culture.  See some of the notes below, and the appropriate Culture Packet for more details on naming and other cultural points.


Gothic Names

Gothic given names are inspired by historic Germanic names, while their nicknames can be anything that has a story behind it.  Gangster names from the 1800s can serve as a point of inspiration, but most anything not obviously modern works. It is also not unusual for a Gothic to have a Latin-based given name, especially if they or their parents are Benalian sympathizers.

Salgothic Names

Salgothic names are inspired by historic Germanic names.

Only actual family members of the Houses have surnames, with the appropriate honorific attached. For men, it is Primo (later Dominus upon marriage), for women it is Prima (and later Domina upon marriage), for Heirs it is Heredis and for the heads of the house it is Sacra (Sacrae is the plural word).

After the given name, or House surname, you list out your most intimate familial tie. For women they say they are the daughter of their mother, and for men the son of the father. For example: Hildegard Domina Wolfram felia Clara, or if she was not of a House it would be Hildegard felia Clara.
The Salgothic also have preserved the practice of the Old Empire of taking on a holy name – a special name meant to convey your adoption of the Benali faith. Once a person has taken a holy name, that is included at the end. Holy names are only used during religious ceremonies or by the priesthood as their new name once they take their oath.

Holy names are inspired by ancient Roman and Greek names.

Seravian Names

Seravian names are inspired by historic English names.

Secondary names, or surnames, are typically professional in nature, and are only granted to those who are raised in families who carry on a craft or trade.

Only those who are in a Count or Countess’s household or specific service are permitted honorific titles.

Hesha Names

Hesha names are inspired by historic Italian, Spanish,Turkish, Caribbean, and Arabic names.

The traditional Hesha surname is the name of the first ship sailed on, followed by the names of the ships the individual has served on since then.

Hesha also attach grandiose titles and deed names granted to them to their name as well. These highlight accomplishments and can be fantastical and evocative.

Nemien Names

Nemien names are inspired by historic Persian, Romani, Mongolian, and Indian names.

Most Nemien names start with the name of their particular tribe, followed by their given name, and then the name of their father or mother, prefixed by “ibn” meaning “son of” or “ibnat” meaning “daughter of.”

Given names often have familial significance, with Nemien naming their children after well-known ancestors or relatives.

Outlander Names

Traditional Outlander names are inspired by historic French and Creole names. However, since many come to Outlander territory as children from other areas, names from other regions work as well. Saints and heroes are also popular models to name children after, so Latin, angelic, and names from the Testamonium and other religious texts are fairly common.
Surnames do not tend to be used, though at times a Deed-name may be used if it was given to you after a noteworthy accomplishment.

Forgotten Ones Names

Forgotten Ones names are inspired by historic Nordic and Celtic names. How each individual is named differs from clan to clan, but generally involves a personal name that is picked by the parents and a secret name that often metaphorically describes their path in life. Secret names often take inspiration from nature or might be simple monosyllabic sounds reminiscent of animal calls or sounds of nature.


Experience Points

Every character begins with 35 Experience points to spend as they desire within their Self-Teach List. You may spend these on skills or other abilities, or you may purchase Perks for the listed value. You may also choose to select some Flaws in order to acquire additional experience points. After character creation, Perks can only be bought for twice the cost as well as relevant in-game roleplay justification. Flaws, once bought, cost twice as many experience points as they granted to remove them as well as relevant in-game story and justification.

To purchase or increase a skill rank, the cost is 2 times the new rank.  So a new rank in a skill tree is two points, the second rank is four points, etc. To purchase or increase an attribute the cost is 5 times the new rank. 

At this point, please look at the Perks and Flaws page and select the ones you would like.  You may take as many Flaws as you want, but you may only earn 20 XP through Flaws. 

Some Perks and Flaws are bound to a specific Culture.  Only characters of the appropriate Culture may choose these.  It is possible to purchase Perks or Flaws from another group by paying an additional glory cost, for 3 times the XP price. For example, if an out-of-culture perk costs 3xp, you would pay 3xp and 9 glory to purchase it at character creation.   

If your character is special character concept such as being a Cultist, a Paladin, a Ranger, a Mage, etc. you should select the relevant Special Character Concept Perk at this step in Character Creation.


Starting Items

Every character begins with 350 grams of salt with which they can trade for anything off the following list. Any leftover salt will be added to the character’s starting items. Two grams of salt is enough to trade for enough one unit of vegetables in areas where vegetables are not scarce.