\chapter{Character Creation} This has been a more involved process than I expected, but a big part of why that has been the case, is because I haven't done any of this while directing it with other people. I have created characters in other systems, either on my own, or with someone else leading it as the game master. That ends up being a different process. This very much has been a more ``methodical'' approach, in part because not knowing the process in any way, it has lead to me having to read it on my own. \section{Steps} This brief description is almost directly from {\it RuneQuest Roleplaying in Glorantha}(Table \ref{char-create-steps}): \begin{table} \begin{itemize}[noitemsep] \item {\bf Step 1: Homeland.} chose your adventurer's Homeland. \item {\bf Step 2: Family History.} Develop the family history for your adventurer, and their own history prior to their life of adventure. \item {\bf Step 3: Rune Affinities.} Choose your adveturer's Runes. These quantify your adventurer's connection to specific Runes and drive personality and social impulses. \item {\bf Step 4: Characteristics.} Determine characteristics and secondary attributes. \item {\bf Step 5: Occupation.} Choose your adventurer's occupation. \item {\bf Step 6: Cult.} Choose your adventurer's cult. \item {\bf Step 7: Personal Skill Bonuses.} Allocate personal skill bonuses. \item {\bf Step 8: Other Information.} Give your adventurer a name and determine other information needed, such as gender, equipment, family heirloom, et cetera. \end{itemize} \caption{Character Creation Steps\cite{rq-rig} p. 23} \label{char-create-steps} \end{table} Homeland is important in RuneQuest, as it helps to determine a variety of cultural aspects such as customs, language, and religion. In my playing at this point, I am not restricting, or recommending a given homeland. The homelands that exist in the world of RuneQuest are: Sartar, Esrolia, Grazelands, Prax, Lunar Tarsh, and Old Tarsh. My character is Old Tarsh.