The age of the Western Sun

Welcome to the Character Creation guide. This page summarizes setting information, expectation of characters and a crash course into the lore of Vynland.

It is the year 2210 AE, the known world known as Edriel has been beset by plague and unrest. As the great powers of the continent recover from war and conflict..


Races of Vynland

Human Image


Humanity is the dominant race in Edriel, controlling much of its territory and being greater in population than the Elves or the Dwarves. Despite the sovereignty humanity holds over much of the known world, they are a people fractured by aeons of old cultural and religious differences. It is humanity's natural instinct to quarrel amongst themselves that has historically prevented humans of the West and the Orient from expanding too far beyond their current borders. Yet, as quarrelsome as they are, humanity has achieved great heights nonetheless, and their mark on this world is inarguably significant.

Elf image


The Elves, known among themselves as the Elrathyr, are an ancient people native to the continent of Edriel. They built the foundation of many grand civilizations and cultures that have since fallen into the annals of history through war and conflict. To this day, the influence of their studies and magic remain buried in the old decrepit ruins of their past homes. These people now wander in search of a new home, laying down roots wherever their kind are tolerated. Whether within the uncharted wilderness or safely tucked into the vast urban cities of Mankind, they are only a shadow of their former greatness. Some of them seek to restore their race's power through either force or political intrigue, while others are content to assimilate into this new lifestyle of bustling business, agriculture and trade.

Dwarf Image


Dwarves, also called the Dorrin in their own tongue, are a race of short-statured humanoids native to the Northlands. They live within a vast hostile wilderness that is dotted by the ancient stronghold-cities that the dwarves call home. Though mankind and the Elrathyr have historically pressed to control the four dwarven kingdoms, any and all attempts to take the mountain fortresses that guard their homeland have failed spectacularly. The success of such defensive battles can be attributed to dwarven culture, their knack for masonry, and the ritualistic power of their seers. They remain deeply rooted in their culture and ancient lands to this day, unwilling to give up the place they call home to internal conflict or foreign adversaries.

Dragonkin Image


A mysterious people hardly recorded or referred to in history, the desert-dwelling ‘’’dragonkin’’’ are a race that are deeply nomadic, maintaining their peaceful ways. Sporting tall and biped dragon-like frames, the dragonkin are physically different from any other race and captivating in their many colours of scales and eyes. Outside of their homeland, few other races have met a dragonkin. Nobody knows what lies behind the effervescent and opalescent eyes of the dragonkin, but their odd perspective of the world, its history and the passing of time indicates to them being able to see some deeper, untold meaning to the universe. With their reverence to the souls and spirits of the departed, the dragonkin are shrouded in mystery, even, on occasion, to themselves.

History Summary


In the center of the world lies the continent of Edriel, otherwise known as the Old World. Bordered to the north by the Dwarven Kingdoms and the Astra’s Edge Mountains and in the south by the Dragonkin Tribes of the Askrae Desert, the lands of Edriel are as diverse as they are vast. Whether you come from a hard life in the steppes of the Orient or from a prosperous one in the Republics of the Lascari, Edriel holds almost every kind of lifestyle and community that one could imagine.

If the provinces appear transparent, press Control + R You can change mapmodes in the top left of the map for more information.


The Golden Faith

The Golden Faith is based around the life and teachings of Auros. Auros first appeared in 3 AE in the Kingdom of Zoran where he performed great works and miracles. Wherever he travelled, Auros carried with him the promise of great fortunes and freedom from their Elven Overlords, to those Humans who would fall under his banner. As his following grew larger and larger it eventually turned into a full scale crusade against the Elves to free Humanity and to wrest control of Edriel. This Great Crusade would continue on to defeat and vanquish every Elven city and kingdom in both the West and the Orient. In 198 AE his crusade came to a close and Auros soon founded the city of Niros and the Nirosian Church upon its heels to forever carry out his will. Since that day the Church led by the High Pontiffs have continued to lead the Golden Faith and carry out the Church’s will across Edriel.

Golden Faith Details

Deity: Auros
Origin: Kingdom of Zoran
Sacred Text: The First Writ, Ecumenic Encyclical
Afterlife: The Eternal Crusade
Values: Duty, Charity, Ambition
Symbols: The Trifex
Cultures: Mar'Zuun, Brazenmark and Subcultures, Immerian


Anzuism, alternatively known as the Celestial Church, is an elven faith centered around the worship of Anzus and the cosmos surrounding her. It is the oldest faith on Astra, and has persisted throughout time as one devoted to the history of the elves, their savior Anzus, and the continuation of the elven race. While the Anzan faith has dwindled in recent years, it's seen a sudden revitalization by the rallying of Vicar Vathylra. The faith of Anzuism promotes peace, but some of its followers have since taken to a more violent approach in restoring the grandness of their church and its followers. Anzuism is perceived by most as the antithesis to the Golden Faith, and has a long history of conflict with the zealous followers of the Church of Niros. Today, while the elves linger in the shadow of the humans who dethroned them so long ago, Anzuism remains a faith quietly practiced by the elven people under the shadow of the night sky. It's seen as a heretical faith by many humans, while the elves see it as the only faith worthy of regard.

Anzuism Details

Deity: Anzus
Origin: Ancient Elven Dominions
Sacred Text: The Thyrian Tenets
Afterlife: Anzus's Embrace
Values: Loyalty, Kinship, Dignity
Symbols: A crescent moon, stars
Cultures: All elves

Pagan Faiths

Not strictly a single faith or dogma, Paganism moreso describes the congregation of local and nomadic faiths that still cover parts of the Old World as we know it. With local Gods still present in many cultures, particularly in the Orient, it is not rare to see paganistic beliefs being favored over the Golden Faith or Huranism, particularly amongst isolated communities. Many still hold hatred towards Auros, the god-killer, for the destruction of the old ways, even two millenia later. Although diverse, the Pagan faiths all share a common understanding of the value of nature and the very much influential divine beings that live in it’s welcoming arms. From the followers of the Great Whale of Wharos to the wolves of the plateau, several fierce cultures scorn to this day the monotheistic religions of the civilized world and staunchly fight to maintain their prized way of life.

Paganism Details

Deity: The Old Gods and faiths of the wilds
Origin: Since time immemorial
Sacred Text: Oral and diverse traditions
Afterlife: Life is cyclical, varies from God to God
Values: Wisdom, Nature, the old way of things
Symbols: Pagan iconography
Cultures: Widespread across Astra

Character Creation

Remember that before you create your character that they are migrants from Edriel and likely part of the Adventurers Guild. Once you are done thinking of a character you can post them on the Vynland Forums.
If you need help or have questions regarding Lore or Character Creation, join our Discord and ask away!

Step 1: Character Idea

Creating your character:

The first part of creating a character are basic choices such as race, culture, age and a character archetype that you want to play. While you should avoid pigeonholing your character, giving your character an archetype that is their niche creates more memorable and consistent themes.

Race: Pick a race that interests you and that you would like to portray. Optionally find more information about your chosen race on the wiki here.

Culture: If applicable, pick a culture for your character. Cultures help with the design of backstory, mindset and appearance.

Personality Traits: Write a few keywords that you want your character to have. Think of things such as defining life moments, attitude and quirks that they may have.

Appearance: Imagine your character and how you want them to look. Their physique, clothes, piercings and tattoos are examples of what you might imagine

Flaws :Describe your character’s flaws: Their fears, vices or concepts of anger. For newer players, taking fears and dislikes that you are familiar with as a person are not necessarily a bad thing.

Vynland's Calling

Why does your character leave the safety of their home and the comforts of their friends and family to venture out, aware (Or not) about the dangers and challenges that await them?

  • Wealth (Example): A serf from the rural countryside of Verlain wants to rise above their station.
  • Necessity (Example): A soldier from Mar’zuun wants to find a new life for himself after the shame of desertion.
  • Power (Example): An ambitious mercenary wants to become a lord himself and establish his own realm in Vynland.
  • Purpose (Example): A cleric of the Church of Niros believes it is their calling to help provide hospitality in Vynland, where little can be found.
  • Fame (Example): An adventurer in Edriel wants to have their name echoed across the world, and decides Vynland offers that opportunity.

Step 2: Character Stats

Don't panic! Vynland is not a DnD campaign and you can't go wrong with your starting attributes and trait. Design your character so you have a general idea of what you want to play, rather than design them like you would in a game.

Character Attributes

Attributes represent a character’s natural talents and aptitude. All actions taken fall under one of these categories. They do not necessarily exclude a character from other walks of life, but do determine what that character is best at.

Attributes do this by determining how reliable your rolls are. Any attribute with a score of 1 means that any roll using that attribute is taken as is. Having a score of two in an attribute allows you to make two rolls and take the highest between them.

An attribute with a score of zero conversely means that you roll twice and take the lowest result. Attribute points are decided from the start, and are not earned through a character's life.

All characters begin with their race's attributes, and two additional points you can invest as you choose. This allows for both specialized and well-rounded characters. Note that no attribute can have a higher score than two.

Race Human Elf Dwarf Dragonkin
Body 1 0 0 1
Instinct 0 1 0 1
Mind 0 1 1 0
Spirit 1 0 1 0

Body: The body governs physical feats done by a character. From strength to their endurance.
Instinct: Instinct governs the quickness of mind as well as a character's agility.
Mind: The mind represents a person's intellect, and the sharpness of their wit.
Spirit: Spirit represents the strength of one's resolve and willpower.

Character Traits

Traits are a character’s physical capabilities. They are intended to represent a character’s physiological and mental development. Actions that a character may take benefit from their traits. While these may be trained and developed, there is an upper limit to how much one can stretch the limits of their body and mind. Each skill falls under an attribute category, meaning that character’s have an easier time making use of their traits if they have the talent for it.

Mechanically, traits add a flat modifier on a character’s actions, they can be gained and developed but have a soft cap.

You have twenty points to spend across all traits from the start, the only stipulation being no trait can go over 5.

Body Instinct Mind Spirit
-Deals with precision and weight of blows using regular melee weapons.
-Damage done in strength combat is equal to amount of points in strength.
-Value of the strength trait is added as a positive modifier to strength attack rolls.
-Deals with dealing precise blows using ranged weapons and daggers.
-Damage done in precision combat is equal to the amount of points in precision.
-Value of the precision trait is added as a positive modifier to precision attack rolls.
-The value of the intellect trait is added as a positive modifier to all arcane spellcasting rolls.
-The value of the dominance trait is added as a positive modifier to all spiritual spellcasting rolls.
-Value of the resilience trait is added as a positive modifier when defending against precision attacks.
-The value of the evasion trait is added as a positive modifier when defending against strength attacks.
-The value of the wisdom trait is added as a positive modifier when defending against spiritual spellcasting attacks.
-The value of the willpower trait is added as a positive modifier when defending against arcane spellcasting attacks.
-Each point invested in the endurance trait provides an additional 2 HP to the characters base health.
-Each point invested in the initiative trait provides a +2 to the initiative roll at the start of combat (Combat turn order
-Each point in the capacity trait gives an additional 2 spell slots which can be used to broaden the number of known spells BOTH spiritual and arcane alike.
-Each point in the resolve trait gives an additional 2 to a caster’s starting mana, which is used as fuel for ALL spellcasting.

Character Proficiency Points

With hard work and practice anyone can improve their skill in a given craft by accumulating proficiency points. Proficiency points represent a character's skill in a specific field. The range of proficiencies can be anything, but they must be aligned with a trait. For example, the Marksmanship is tied to the Precision trait. These fields of specialization we call professions.

Nearer to Hytale's release, the system we use to calculate and keep track of player professions will undergo heavy changes, but for now, proficiency works as follows. All characters start with 8 points to allocate into professions, with a maximum of 2 for each profession. The number of points is added onto the die result for any action that utilizes that profession. Again, nearer to Hytale's release, this system will include a concrete list of professions to choose from, but for now feel free to be creative and draft your own!

Character Stats in action

Stats are primarily used in the context of fighting back the many dangerous of Vynland, but remember in that conflict among players roleplay combat in many cases is preferred. Roleplay is a collaborative activity and a character stats are often used as a guideline rather than a hard rule. Doing combat through rolls is usually preferred when there are more than five parties involved, and/or there are disagreements in roleplay.

Example Encounter
Wilhelm the Fisherman has encountered a feral wolf that has been troubling local farmers. He attacks the beast with his two handed axe, The profession Axemanship falls under the Strength trait which in turn is related to the Body attribute.

Because of Wilhelm's two points in Body, he rolls two d20 die and picks the highest. The results are a 15 and an 8. Taking the 15, Wilhelm then adds his points in Strength (5) and Axemanship (2). The total sum of his attempt to attack is now 22! If the wolf isn’t able to roll a higher Evasion roll than 22 Wilhelm will deal damage equivalent of his Strength trait (5).

Example Character

Name: Wilhelm the Fisherman
Age: 34
Race: Human
Culture: Wharosii
Body: 2
Instinct: 1
Mind: 0
Spirit: 1
Starting HP: 28 (Base 20+8 from Endurance) 28
Starting Mana: 9 (Base 5+4 from Resolve) 9
Starting Spell Slots: (6 from Capacity) 6

Traits & Proficiency
Strength: 5
Axemanship: 2
Sailing: 2
Resilience: 2
Endurance: 4
Precision: 1
Fishing 2
Evasion: 1
Initiative: 1
Intellect 0
Fishing Lore: 2
Wisdom: 0
Capacity: 3
Dominance: 1
Willpower: 0
Resolve: 2

Step 3: Backstory

Creating a story

After you have an idea of a character in your mind and know what you want to Roleplay you flesh out your character with a background. A backstory is the connection to the world of Astra. They tie you to interests, events and bind you to other people's characters allowing for dynamic roleplay. Writing a good backstory turns your character in more than numbers and gives them depth to immerse yourself into.
Make sure to not make your character too noteworthy or developed from the start.

Your character has their own little world within the setting of Vynland, and it is encouraged to use some creativity to make up your own events and environment they grew up in.

Appeal to yourself

It is important that the character you create is a character you can love. While often people insult the practice of creating a character that is wish fulfillment or too much like oneself, there is a fine balance that should be struck. Being able to relate to your own character and liking to play them creates more enjoyable roleplay for yourself and the people you will roleplay with. Remember that every character is a living document, and their backstory can be expanded upon as you go along.


The goal in Roleplay is being able to interact with other characters in interesting and fun ways. Often people believe that this is done by making their own character unique and by standing out. A better way to ensure that your character is interactable is by sharing common traits. By having a rich backstory that may coincide with other character's you can create interactions that are not forced. Consider where your character originates from and how this might shape their opinions of others.

Life Background

Every person is born in different circumstances in life. Where and how they were raised and in which segment of society greatly influences a character. Creating the family and world they were born into is commonly the first step in a character's background. This also often determines what kind of education they had received (Or lack thereof) and major or minor experiences they might have had as a child.

Teenage Years In the teenage years, one's talents and aspirations often become clear. The topics a character is interested in and the why's start to become evident. Often they find a mentor figure and find a taste of the world. The personality traits of a character also start to surface in the teenage years. If your character receives training, this is where they usually start.

Adolesence and Adulthood During the coming of age and their first years as adults, character's often encounter major life changing experiences, and are greatly influenced by the world around them. Characters are often aware of their strengths during this stage of life and often develop long term goals that they pursue as well. Think and write about their worldview and interactions with other people, or leave them as a more blank slate to be filled in by their future experiences in Vynland.

Step 4: Join Vynland

While Hytale is not out yet, you can get involved in Vynland already through our Discord RP set in the city of Baymorne! Alternatively you can participate in the community by joining the Forums and/or Discord: Here
If you would like to contribute to the lore of Vynland go here: Here

Create a character sheet on the forums

Create your character sheet on the forums. Pick any of the stickied templates or alternatively, make your own. You do not have to do this in one go, and may even hold off on this. Important Character Information

  • Character Name: Try and stick to culture/race naming convention unless there is reason not to do so
  • Character Appearance: Have a few sentences at the ready to describe how an outsider sees your character
  • Character Stats: Make a small list of your character attributes, traits and profession points

Baymorne Roleplay

Go to the Baymorne Map here: Here and create your character token

  1. Join our discord here here
  2. Join the Roleplay Discord here