A Daggerheart campaign · six players · starting soon

The Gilded Key

Someone is settling the debts of the powerful. You have been chosen to collect.

Start here

Who are you going to be?

This page is about one thing: figuring out who your character is. Not their hit points — I'll handle every number at the table. Just the person.

Coin's Rest is a canal city built on other people's money. The banking houses sit on the hill, the courts sit out over the water, and everything anyone ever lost is locked in a vault somewhere with a very good reason written on the outside. Somebody in this city keeps a ledger of those reasons — and has decided to start settling them. You six are going to be the ones who collect.

So: who walks into that? Someone who was robbed by those banks? Someone who used to guard them? Someone who has never once in their life done the right thing and is about to start?

What to post in Discord

Read through the classes below, then post two: your favorite, and an alternate you'd also be happy playing.

We can only have one of each class at the table, so having a second choice from everyone lets me sort out any overlap without anybody losing a race. Nobody's claim gets beaten by being slower to check their phone — I'll work it out once I've heard from all six of you.

Tell me why those two, if you can. That's usually where the character actually starts.

The thirteen

Classes

Your class is what your character does and how the world sees them. Pick the one you want to be — there are no bad choices here and nothing is a trap. The tags say what job they tend to do on a crew.

Tap any class to open it. Inside you'll find its two paths — you choose one of them — and three questions worth answering.

Assassin SneakKiller Kills quickly, quietly, and knows a way into the building.

Somebody trained you for this, and somebody paid for it. You mark a person and you become the last thing that happens to them. You are also the crew member who looks at a locked, guarded, impossible building and simply knows a way in — a service entrance, a shift change, a window nobody thinks about.

The question worth sitting with is whether you think what you do is a job, a calling, or a sin you've stopped apologizing for.

Choose one path
Executioners GuildCold, formal, professional. You were taught that killing is a craft with rules, and you keep them.
Poisoners GuildPatient and chemical. You'd rather a target weaken over an evening than bleed in a hallway.
Three questions
  • You once killed someone you were close to. What happened, and how did it change you?
  • What organization trained you, and how did you become a member?
  • One target has eluded you your whole career. Who are they, and how do they keep slipping away?
Bard FaceSupport Talks the crew into rooms they have no business being in.

A performer, a storyteller, a liar with excellent timing. You are the one who holds a duchess in conversation for twenty minutes while everyone else is upstairs, and the one who can make five tired, frightened people believe they're going to pull this off.

Bards in this world are famously arrogant. Whether yours has earned it is up to you.

Choose one path
TroubadourMusic is the magic. You play, and people heal, steady, or falter.
WordsmithLanguage is the magic. You talk, and people believe, agree, or lose their nerve.
Three questions
  • Who from your community taught you to have such confidence in yourself?
  • You were in love once. Who did you adore, and how did they hurt you?
  • You've always looked up to another bard. Who are they, and why do you idolize them?
Brawler Muscle No weapon. Doesn't need one.

You made your body the weapon, which means you never walk into a room unarmed and you never get searched at a door. Somewhere behind that is a gym, a pit, a temple, a bad neighborhood, or a very patient teacher.

Brawlers tend to be people who need someone to test themselves against. Find out who yours has been chasing.

Choose one path
JuggernautOverwhelming. You go through people, and things, and walls.
Martial ArtistDisciplined. A trained style with named stances you shift between mid-fight.
Three questions
  • Where did you spend your formative years, and how did it teach you to fight the way you do?
  • What organization has vowed to kill you on sight, and what did you do to earn that?
  • Who did you recently lose a fight to that you're desperate for a rematch against?
Druid ShapeshifterSupport Turns into animals. Solves problems no lockpick can.

You answered a calling to protect wild places, and the wild answered back. You can become a fox, a wolf, a hawk — and larger, stranger things as time goes on. A crew member who can turn into a housecat solves a startling number of security problems.

Worth deciding: what does someone who belongs to forests and rivers want in a city of stone canals and countinghouses?

Choose one path
Warden of the ElementsYou embody fire, earth, water or air — the weather follows you into the room.
Warden of RenewalYou mend things. The best healer at the table, and a guardian spirit when transformed.
Three questions
  • Why was the community you grew up in so reliant on nature and its creatures?
  • Who was the first wild animal you bonded with, and why did that bond end?
  • Who has been trying to hunt you down? What do they want from you?
Guardian MuscleProtector Stands between the party and the thing that's about to kill them.

Not a soldier necessarily — a bodyguard, a bouncer, a temple defender, an older sibling who never stopped. What defines a guardian isn't the armor, it's the moral compass and the fact that you have decided these people are yours to keep alive.

You will be the reason at least two people at this table still have characters by session six.

Choose one path
StalwartYou absorb it. You take the hit meant for someone smaller and stay standing.
VengeanceYou return it. Hurt someone under your protection and you become the problem.
Three questions
  • Who from your community did you fail to protect, and why do you still think of them?
  • You've been tasked with protecting something important and delivering it somewhere dangerous. What is it, and where does it need to go?
  • You consider an aspect of yourself to be a weakness. What is it, and how has it affected you?
Ranger HunterScout Picks a target and becomes its worst problem.

A tracker and a hunter, more comfortable outside walls than inside them. You choose a quarry and you do not lose it — you always know which direction they're in, and they feel it. Rangers rarely work for armies; they work for themselves, or for something they lost.

If you want an animal at your side rather than a bow in your hands, this is the class for that too.

Choose one path
WayfinderPure hunter. Lethal, precise, and you can always find the way back to somewhere you've been.
BeastboundYou have an animal companion — you name it, you choose what it is, and it grows alongside you.
Three questions
  • A terrible creature hurt your community and you vowed to hunt it down. What is it, and what sign does it leave behind?
  • Your first kill almost killed you too. What was it, and what part of you was never the same?
  • You've traveled many dangerous lands. What is the one place you refuse to go?
Rogue SneakFace Unseen, well-connected, never quite where you left them.

A scoundrel — a thief, a grifter, a forger, somebody's least favorite former employee. You move through a room without being counted, and you know the sort of people who can get things. Rogues in this world usually come out of guilds, which means somebody taught you, and somebody may still feel owed.

In a campaign about stealing things, you're not going to be short of work.

Choose one path
NightwalkerYou belong to the dark. Step between shadows, pull darkness around you, get more dangerous the worse it gets.
SyndicateYou know people everywhere. Arrive anywhere and name a contact who lives there — and decide what they owe you.
Three questions
  • What did you get caught doing that got you exiled from your home?
  • You used to have a different life. Who from it is still chasing you?
  • Who from your past were you most sad to say goodbye to?
Seraph HealerProtector A god picked you, and the crew is very glad about it.

A divine fighter and healer, appointed by one of the realms' many gods — and you get to invent that god. What do they stand for? What do they ask of you? What would make them turn away? Your ethos and theirs are supposed to line up, and the interesting stories start when they don't.

You're the closest thing the crew has to someone who can put them back together.

Choose one path
Divine WielderA weapon that leaves your hand, does its work, and comes back. Very hard to disarm, very hard to search.
Winged SentinelYou have wings and you can fly — permanently, from the start — in a city of rooftops and canals.
Three questions
  • Which god did you devote yourself to, and what did they do for you in a moment of desperation?
  • How did your appearance change after you took your oath?
  • In what strange or unique way do you communicate with your god?
Sorcerer MagicTrickster Born with it. Occasionally it gets away from you.

Your power came down through your family, and nobody handed you a manual. You feel magic in a room before you see it, you can throw a small convincing illusion whenever you like, and every so often you can let something enormous out.

Sorcerers are often feared by the people who raised them. That's worth thinking about — the fear usually came from a specific incident.

Choose one path
Elemental OriginYour magic has a shape — fire, water, earth, air, lightning — and eventually you become it.
Primal OriginYour magic is raw and malleable. You bend spells mid-cast into something they weren't.
Three questions
  • What did you do that made the people in your community wary of you?
  • What mentor taught you to control your magic, and why can't they guide you anymore?
  • You have a deep fear you hide from everyone. What is it, and why does it scare you?
Warlock MagicCursed You made a deal. It's going fine so far.

You traded something — your life, your afterlife, your name — to an otherworldly patron in exchange for power. You invent that patron: a god, a fae thing, a demon, a dead king, a drowned city. You decide what they hold sway over, and you pay tribute to keep the arrangement warm.

This is the best backstory hook on the list, because your patron is a character too, and they want things.

Choose one path
Pact of the EndlessThey keep you alive. You are very, very hard to finish off, and it unsettles people.
Pact of the WrathfulThey make you dangerous. Anyone who moves against you or yours pays for it immediately.
Three questions
  • Who from your community shunned you after you made your pact?
  • What desperate situation led you to pledge your life to your patron?
  • Your patron has given you one task above all others. What is it, and why does it worry you?
Warrior MuscleKiller A lifetime of training, and a weapon they're known for.

Armies, mercenary companies, royal guards, arena circuits — warriors come out of institutions, and most of them left one. You're known for a particular weapon, and that weapon usually has a story attached to it.

Simple to play and quietly one of the most effective people in any room. If you want to spend the night paying attention to the story rather than your sheet, this is the one.

Choose one path
Call of the BraveAdversity feeds you. The worse it gets, the more dangerous you become.
Call of the SlayerPatience feeds you. You wait, and wait, and then end it in one swing.
Three questions
  • Who taught you to fight, and why did they stay behind when you left home?
  • Somebody defeated you years ago and left you to die. Who was it, and how did they betray you?
  • What legendary place have you always wanted to visit, and why is it so special?
Witch MagicSupport Curses enemies, asks the dead for directions.

You commune with things most people would rather not acknowledge — ancestors, spirits, entities from further out — and you can ask them questions and get answers back as a taste, a vision, or a scene lived as though you were standing in it. You can also lay a hex on someone from across a room and watch their evening go wrong.

Witches are usually feared and usually misunderstood. Yours has almost certainly had a rumor spread about them, and it's more interesting if part of it was true.

Choose one path
HedgePractical, herbal, protective. Charms, remedies, and a talisman you can hand to someone you're worried about.
MoonCelestial and strange. Wear a bewitching false face, and let the phase of the moon decide what you're capable of.
Three questions
  • Who feared your craft? What rumor did they spread, and what truth did it contain?
  • You once used your power to help someone in a dire situation. Who were they, and why did they come to you?
  • Your magic once opened a door best left closed. Who or what was on the other side?
Wizard MagicScholar Has read about this. Has an answer for most things.

Years of study — books, stones, herbs, arguments in cold libraries. Wizards become advisors, healers, war-council fixtures, and they fight bitterly among themselves about which secrets get shared. You know things, and knowing things is a form of power in a city like this one.

The most options of anyone at the table, which is either the appeal or the warning depending on the person.

Choose one path
School of KnowledgeYou studied everything. More spells than anyone, and your expertise counts double.
School of WarYou studied violence. Tougher than a wizard should be, and you thrive when things go wrong.
Three questions
  • What responsibilities did your community count on you for, and how did you let them down?
  • You've spent your life searching for a book or object of great significance. What is it, and why?
  • You have a powerful rival. Who are they, and why are you so determined to beat them?
If you're frozen

Don't try to compare all thirteen. Tell me what kind of person your character is and what you want to be doing when things go loud, and I'll narrow it to two.

The other half of who you are

Where you came from

Two more choices, both about identity rather than ability: what you are, and who raised you.

Ancestry — what you are

Human, elf, dwarf, goblin, halfling, orc, faerie, faun, katari (feline), simiah (simian), ribbet (amphibian), galapa (tortoise), fungril (fungal), infernis (demon-descended), drakona (dragon-descended), giant, firbolg, clank (a built, thinking machine), aetheris (winged, angel-descended), gnome, and four kinds of elemental kin — earth, ember, sky and tide.

Twenty-four in total. You can also be a mix of two. None of them are off-limits to any class.

Community — who raised you

Not where you were born — what shaped you. Slyborne (raised outside the law), Underborne (from beneath the city), Highborne (money and a name), Wanderborne (no fixed home), Loreborne (scholars), Orderborne (faith or discipline), Seaborne, Ridgeborne, Wildborne, Warborne, Freeborne, Frostborne, Duneborne, Hearthborne, Reborne (no community at all anymore).

The first four are worth a long look in a campaign about stealing things.

A character who's fallen out with the people who raised them still carries the upbringing. That gap is often the most interesting thing about them.

Your story

The parts that actually matter

Everything below is what we'll build together at session zero. None of it needs numbers, and all of it ends up in the campaign.

Your history, in two phrases

You'll write two short phrases that sum up where your character has been — Smuggler's apprentice. Reads people better than books. Nobody looks twice at a servant. Spent nine years in the city guard.

These aren't flavor. Whenever one of them plausibly applies to what you're attempting, you get to lean on it and it makes you better at it. Your backstory is literally the mechanic.

How you already know each other

You are a crew, not six strangers who met in a tavern. At session zero each of you will ask another player a question about your shared history — "What did I recently convince you to do that got us both in trouble?" — and they answer it.

Come with an opinion about at least one other person at the table.

One thing to decide before session zero

What does your character want that money can't buy? A name cleared, a person found, a door reopened, a debt forgiven. That's the thing the Ledger will eventually offer them — and the moment that offer lands is the moment your character's story really starts.

Before session zero

What I need from you

  • Post two classes in Discord — your favorite and an alternate you'd also enjoy. One of each class at the table, so the alternate is how I sort out any overlap.
  • A name and a pronoun.
  • One sentence about who they are. "A disgraced court musician who owes the wrong people money" is plenty.
  • Whether they came to Coin's Rest, or have never once left it.
  • That's it. No books, no apps, no math. I have all the rules.

Bring questions to session zero. There will be a lot of them, and answering them is the entire point of session zero.

Daggerheart is published by Darrington Press. The Gilded Key and the city of Coin's Rest are original to this campaign.