These are the same rules displayed when you create a new character on this site.
Creating a Character
Players are responsible for their own character sheet. Use this link to access a Google Sheets version to make your character. All characters start at level 1. When you create your character, ensure you have the following before submission:
- Name and Details
- Stat points allocated
- Traits and Desires
- A chosen path and one talent
- Two backgrounds, and six wises
- One or two character arcs, and the most recent group arc
You may have up to two characters at a time, though you may retire one at any point, converting them into an NPC.
Heritage
All ancestry is human; there are no other fantasy heritages, such as Elves and Dwarves. While rare, you may also play one of the following:
- Aetherforged are magically sentient creations that take humanoid form. Those of this heritage are treated as full citizens in Bastion.
- Wilders are humans warped by the Bloom, giving them strange animalistic, elemental, or otherworldly features. If you choose to play a Wilder, you must detail your past and why you spent time unprotected in The Bloom. Some inside of Bastion treat Wilders with more caution.
Find more information on these in the wiki.
Paths
We use all of the base Grimwild paths with a few tweaks and clarifications, as well as a couple of new paths that fit the setting. You can find a PDF of all available talents here, each path here, and sheets here.
All Magic users can cause Wild Surges when casting in areas that are heavily altered by the Bloom.
- Artificer: Mostly replaced by the Revised Path.
This Artificer is more magical in nature and works with an updated arcana system.
- Bard: Bardsong was replaced with Inspiration, Influence was replaced with Folk Hero.
The Bard has been streamlined and widened beyond music.
- Berserker: Warsongs was replaced with Warcry.
- Cleric: There is no pantheon in this setting. Clerics follow saints instead.
- Druid: No changes from the core rulebook.
- Fighter: No changes from the core rulebook
- Monk: Flow State was replaced with Flurry.
- Paladin: No changes from the core rulebook
- Ranger: No changes from the core rulebook
- Rogue: Expertise has been updated to be more West Marches-friendly.
- Sorcerer: No changes from the core rulebook
- Practice unsanctioned magic. Sorcerers have an 8d Trouble timer pool. When they roll wild surge, roll the trouble timer. At 0d, trouble finds you. Work with the GM to determine what that means in-game.
- Warlock: Patrons are created according to the rules outlined in Warlock Patrons.
- Wizard: No changes from the core rulebook.
- During character creation, Wizards may select their Spell Theorems freely from the Spell Crucible in the Grimwild rules. In the previous campaign of the Grim Marches, Wizards could learn additional theorems from other Wizards they played with; this process has changed. See Downtime for more information.
- Sentinel, Summoner: These are two new paths introduced because they fit the themes and tone of the campaign.
- For Sentinel feedback, contact Mystic. For Summoner feedback, contact Groov. Keep in mind these may be updated as more playtesting happens.
Backgrounds
All normal backgrounds are available. Any wises you take outside of those typically available, or shown here, must be approved. Extra available wises:

Note: Forbidden knowledge is about knowing what is hidden, and perhaps why, not the specifics of every secret. Knowledge of forbidden knowledge, if you will...
Homebrew
If you would like to request something not in our core options, ping a GM.