To get a grip on their protagonists’ personal story, and their connection to the setting, players must answer seven questions, beyond the simple basics like “What’s your name?” The GM will look at these answers from time to time to get a handle on how the protagonists are proceeding in their personal stories, and the players will get a chance to make use of their answers in ways that guide the development of the game.

Here are the questions.

Who were you before your Gift manifested?


  • Social status
  • Age
  • Family
  • Profession
  • Homeland

This will tell you a lot about how you were brought up to view the world. You may want to take a look at the Riga map and some of the cultural briefs.

What were the initial signs that you were different?

Common early manifestations of the Gift include:

  • Floating objects
  • Random fires
  • Sourceless blinking lights
  • Touch causing searing pain
  • Incredible strength
  • Vastly improved senses

The initial manifestation reveals a lot about who you really are, and this in turn may indicate which Element you have an affinity for.

What came for you?

The creature that first responded to your presence is very auspicious. Was it:

  • Huge and scary
  • Devious
  • Destructive
  • Alluring
  • Mischevious

The creature that first recognized your power is a representation of how the extraplanar powers perceive you. This can be an indicator of which Quadrant you have an affinity for.

 Who did you leave behind?

There was someone who really understood you and would have stood by your side, but either when you were expelled from your community or when The Order came and took you away, you had to leave them behind.

Who was it?

Briefly describe your relationship with that person.

The person was alive when you left them, but you don’t know what they’re doing now.

 How do you feel about The Order?

You spent a minimum of ten years in the custody of The Order (some spend as long as twenty years). In that time you were trained to manage your Gift while simultaneously absorbing the tenets that have made The Order successful since its origins in the early 3rd Age.

  • Restraint. Only use magic when other means have failed or are likely to fail.
  • Respect. Obey the commands issued by The Order.
  • Retribution. Punish those who stand against The Order.

How do you feel about those tenets? How do you feel about The Order as a whole?

How do you feel about your Covenant?

No matter how powerful and disciplined, no wizard can avoid discovery and twilight forever. The only way to survive those hazards is to work with other wizards. After completing your training, you were assigned to a small group of wizards about your age. Who are they, and how do you feel about each of them?

 What now?

Now that you have access to nearly unlimited power, what do you want to accomplish with your life?

  • Rid yourself of the Curse?
  • Lead The Order?
  • Rise in the ranks of The Order?
  • Bring down The Order?
  • Find out where demons really come from?
  • Seal off the world from magical interference?

All of these goals have consequences, and those consequences will help the GM build stories that are interesting for you.