Embers of the Gathering Hollows

Character

Creation!

A Player's Guide to Mercer Falls
~ Summer of '96 ~

PROPERTY OF:

SUBJECT: D&D Campaign Stuff

GRADE: 7th  ·  YEAR: '95–'96

★ DO NOT READ! ★

(this means you, Tyler)

A 1996 kid's bedroom — band posters on the wall, scattered comics, late-afternoon light through the blinds

my room, june '96

A pre-campaign guide for building a character in this campaign.

Chapter 1

The Setting

The campaign is set in Mercer Falls, Ohio, in the summer of 1996 — a slowly-dying small rust-belt town of about 18,000 people. You're playing a kid, 13 to 17 years old. School ended a few weeks ago and you've got the whole summer ahead.

Some specifics:

You don't need to know any more than this to build your character. The point is: this is a story about kids in a real-feeling 1996 small town, and you're playing one of those kids.

A kid on a bike at twilight on a rust-belt suburb street
bike home before the streetlights
Chapter 2

Building Your Character

We're using full D&D 5e rules. Nothing about your race, class, or background is mechanically restricted. Pick what you want to play. The cool things 5e lets you do, you'll be able to do.

What is different is how the mechanics manifest in the fiction. A few translations:

You start as a normal kid

When the campaign opens, your character doesn't know they have any of the abilities on their character sheet. They are, for all practical purposes, just a kid with a personality, a clique, and a life. Whatever your race is mechanically — tiefling, half-orc, elf — you don't have horns or pointed ears or green skin. You're a human teenager, and so is everyone you know.

In Session 1, something happens that wakes up what's been dormant in you. From that night forward, you have full mechanical access to everything your sheet says you have: racial features, spells, the works.

Something dormant wakes up
something wakes up

Your "race" is really a type of kid

Since everyone in Mercer Falls is human, your D&D race choice is really a choice about what kind of kid you are. Each 5e race has a personality and a vibe baked into its mechanical features — and those map naturally onto high school cliques and types.

A tiefling isn't a horned demon-kid in this setting. A tiefling is maybe the goth kid in eyeliner, with a candle in their bedroom they say is "decoration," whose infernal heritage expresses as the sense that something's listening to them, the temper they're growing into, the way candles flicker around them. Mechanical features stay the same; what they look like in the fiction is the kid they belong to.

All classes are open

Pre-awakening, your class is just an aspect of who your character already is. The fighter is an athletic kid. The wizard is the bookish one. The rogue is sneaky. The cleric is devout or empathetic. The bard is creative. The paladin takes things seriously in a way most of their peers don't. After the awakening in Session 1, those traits get backed up by actual mechanical capability.

Your background re-flavors to 1996 small-town life

D&D backgrounds map naturally onto high-school-ish things. A noble is the rich kid. An urchin is the latchkey kid. A soldier is the JROTC kid, or military family. A sage is the kid who reads at lunch. A folk hero is known around town for something — a save, a famous incident, a moment everyone in town saw.

Detailed suggestions live in Chapter 9. For now, pick a background that captures the kind of life your kid has been living up to this point, and we'll make the mechanical proficiencies and equipment fit.

Whichever order you build in, build the whole thing

You can build a kid first and then find the mechanics that fit. You can pick the race, class, and feats you want to play and then figure out what kind of kid expresses them. Either order is fine.

The PHB already covers the mechanical side of character creation in detail, though, so what this guide is for is the other side: making sure that when you're done, the character you have is also a kid — one with a family, a neighborhood, a life that was going on before any of this happened; people in their life who, if something happened to, they'd notice.

So if you'd rather pick your mechanics first and translate from there, do it. Then read chapters 3 and 4 and make sure the kid wrapped around those mechanics feels real. The campaign needs both halves; it doesn't care which one you started from.

Chapter 3

Your Kid Has a Life

Your D&D character sheet is half of who your character is. The other half is the kid this character is when they're not adventuring — and in this campaign, that half is going to matter a lot. Most days, you'll be living your kid's life rather than swinging a sword. School, an awkward dinner with your parents, hanging out, getting into trouble, helping people, ignoring people. That's where a lot of this campaign happens.

When you're building your character, think about the things below. You don't have to nail down every detail — Session 0 is where we'll fill in gaps together — but the more you've thought about, the faster your kid will feel real at the table.

Family kitchen at dinnertime, 1996
home, on a tuesday

Family

Who lives in your house? Parents? One parent? Step-parents? Grandparents who took you in? Siblings? An aunt who's the responsible adult in your life? Just your dad, who's around but distant? A complicated split-custody thing where you're at your mom's three days a week and your dad's the other four?

Family shapes daily life in real ways. A kid with strict parents has tighter curfews and more chores than a kid with a single mom working night shift. A kid with a younger sibling has babysitting responsibilities. A kid whose parents are checked out has more freedom and less anchoring. None of these are right or wrong — they're just who your kid is at home.

You don't need a tragic backstory. Most kids have boring, complicated, real families. Lean into that.

Where you live

Mercer Falls has a few distinct areas that will come up in play. You can place your house specifically (we'll figure out details at Session 0) or just have a general vibe in mind:

Where you live affects who your neighbors are, how you get to school, what you see when you ride your bike home after dark, and which other PCs you might naturally already know.

People who matter to you

Think of one or two people in your kid's life who aren't in the party — people they'd notice if something happened to. A teacher who's been kind to you. A neighbor you say hi to every morning. A coach. A friend's mom. Your weird older cousin. The guy who works the counter at your favorite store. The sibling you'd actually miss.

These are going to be NPCs in the campaign. Some of them will become important. Some of them will be in trouble at some point. The campaign needs people you care about so it can put them in the path of the story — and so you have reasons to fight for them.

You don't need to fill out a roster now. One or two named NPCs (your best friend who isn't in the party, your favorite teacher) is plenty for Session 0. We'll add more in play.

What this summer was supposed to be

Your kid had plans before this whole thing happened. Maybe a summer job they took to save up for something specific. A girl or boy they were trying to ask out. A college visit. A band they wanted to start with two other kids. A goal they were chasing on their own.

This matters because the campaign is going to interfere with all of that. The story has teeth precisely because your kid had a life going on already. The more specific you can be about what they were planning for this summer, the more there is to lose when things start going sideways.

I Double-dare you!

The campaign opens on a dare. The four of you have agreed to spend the night locked inside the grounds of the abandoned Mercer steel mill — the dead industrial site that dominates town vistas, located in the geographical center of the town. Some bullies (or older kids, or a rival friend group, whatever fits) issued the dare, will lock the gate behind you with a chain and padlock, and have promised to come back at sunrise to let you out. Until then: you're stuck inside the mill grounds for the night, no chickening out.

Why did your kid say yes? Were they dared by someone they couldn't back down from? Did they have something to prove? Did they want to impress one of the other PCs? Were they just bored? Were they pressured? Did they think it sounded fun and figure out later it wasn't? Were they daring themselves — they've been afraid of the mill since they were little, and tonight they're going to face it down?

You don't have to answer this now — we'll handle it in the opening scene — but having a sense of it before Session 0 helps. The answer should fit your kid's personality and shouldn't make you embarrassed to play them.

Chapter 4

Talk to Each Other

This campaign is about a group of high school kids in 1996 Mercer Falls, and the friend group dynamic that develops between you is going to be a real part of the story. Worth talking to each other about that before we start.

A small group of kids hanging out in a parking lot
the four of us

Some questions worth bouncing around with the rest of the group, in Discord or wherever:

You don't have to lock anything in before Session 0 — we'll formally settle the group dynamic at the start of play. But the more you've thought about it (and the more you've talked to each other about it), the faster you'll feel like a real friend group when we start playing.

If a few of you want to text/Discord/whatever each other to start working out connections, do it. A character who shows up to Session 0 saying "I'm Maya's neighbor, we've known each other since first grade" is a stronger character than one who shows up unconnected. Two characters who show up having pre-agreed "my dad and her mom work at the same place, our families have done Thanksgiving together for years" gives the campaign tons to work with.

Chapter 5

Race-to-Clique Inspirations

The mappings below are inspirations, not prescriptions. As long as the explanation of your kid's "deal" is coherent and we can agree on how their mechanical features show up in the fiction, you have a lot of flexibility. Pick one that resonates, mix-and-match, or use them as a model for adapting other races.

Tiefling → Goth Kid

The kid in all-black, eyeliner, NIN T-shirts, Sandman comics in the bookbag. Reads tarot cards "ironically." Has a candle in their bedroom they say is "decoration." Knows the cemetery routes. Talks to crows.

Cultural touchstones: NIN, The Cure, Bauhaus, Siouxsie, Sandman comics, Anne Rice, The Crow, Vampire: The Masquerade, that one Wicca book they got for their birthday from the cool aunt.

How the mechanical features re-flavor:

  • Darkvision: You've spent enough nights in your room, in basements, walking the cemetery at 1 a.m., that you actually see in the dark.
  • Hellish Resistance (fire): Words don't hurt the way they used to. You've grown a layer.
  • Infernal Legacy (Thaumaturgy / Hellish Rebuke / Darkness): A "feeling" you've always had, now expressing itself. The candle that flickers without a draft. The voice you sometimes hear in the back of your head that gives you good advice.
A goth kid by candlelight in their room with tarot cards
sandman, candlelight, the long night

Half-Orc → Jock

Varsity letterman jacket, weight room before homeroom, knows everyone in the cafeteria, doesn't always think before they act. Football, basketball, or wrestling. The people who've judged them by their build are usually wrong about who they actually are.

Cultural touchstones: Friday night football in Ohio, weight room gospel, Hoop Dreams, hometown radio sports, the John Madden cover, locker room politics, deciding whether college is even an option.

How the mechanical features re-flavor:

  • Darkvision: Pre-dawn workouts, late practice nights, the empty gym at 6 a.m.
  • Menacing: You don't have to try to be intimidating. People back up when you walk past.
  • Relentless Endurance: Next play. Next rep. You don't quit. (When you'd hit zero HP, you don't.)
  • Savage Attacks: When you connect, you connect.

Mountain Dwarf → Auto Shop Kid / Gearhead

Lives in their dad's garage. Has been turning wrenches since they were eight. Knows what every weird sound a car makes means. Smells faintly of motor oil even when they're dressed up. Reliable in a way that's almost old-fashioned.

Cultural touchstones: AC/DC, Lynyrd Skynyrd, Hot Rod magazine, Friday night cruising the strip, working on a project car all summer, the smell of grease, knowing every vintage-car spec by heart.

How the mechanical features re-flavor:

  • Darkvision: Hours spent under cars, in workshop fluorescents, basements, the back of the auto shop.
  • Dwarven Resilience (poison): You've eaten things from gas-station microwaves and lived. You can hold your liquor.
  • Tool Proficiency (smith's / mason's / brewer's): Literal — you know real tools because you've used them. Your "smith's tools" is your dad's torque wrench set.
  • Stonecunning: You can look at a structure and know what's load-bearing, what's gonna fail, what to fix first.

Hill Dwarf → Country / Farm Kid

Lives outside town, on land. Up before everyone. Drives a truck that's older than they are. Knows how to do things city kids never learn. Quiet, but says important things when they say something.

Cultural touchstones: Garth Brooks, John Deere, FFA, Wrangler jeans, hunting season, the county fair, riding fence at dawn, working through bone-deep tired and not complaining.

How the mechanical features re-flavor:

  • Darkvision: Pre-dawn chores, walking back from the barn at midnight.
  • Dwarven Toughness: You've worked through worse. (Extra HP is just you not being soft.)
  • The rest like Mountain Dwarf, but with a farmhand frame instead of a shop frame.

High Elf → Theater Kid / Honors Student

Up reading at 1 a.m. Rehearsing lines under their breath. AP English with the teacher who actually likes them. The school plays aren't a hobby; they're who this kid is. Articulate, present, slightly above the day-to-day stuff.

Cultural touchstones: Sondheim, Rent (1996!), Lit magazine, The Catcher in the Rye, school musicals, Tori Amos, Indigo Girls, the kind of GPA that opens doors.

How the mechanical features re-flavor:

  • Darkvision: Late nights studying or rehearsing in dim spaces, eyes adjusted.
  • Trance: You barely sleep. Four hours and you're up reading.
  • Fey Ancestry (charm resistance): You've been around enough fakes to spot manipulation a mile off.
  • Keen Senses: You notice what other people miss. The way someone's voice catches when they lie, the small change in mood.
  • Cantrip: A "talent" you've always had — perfect pitch, photographic memory, dead-on impressions.

Wood Elf → Outdoorsy / Cross-Country Runner

The kid you see running on country roads at 6 a.m., a small backpack, no music. Knows the woods around town better than anyone. Quiet at school, comes alive on trails. Has a deep stillness that's hard to explain.

Cultural touchstones: Trail running before it had a name, Nalgene bottles, summer camp counselor jobs, dog-eared copy of Walden, hiking the Appalachian section nearby with their dad.

How the mechanical features re-flavor:

  • Mask of the Wild: You know how to disappear in woods. Not magic — just woodcraft taken further than anyone realizes.
  • Fleet of Foot: Cross-country, literal. You're fast.
  • Trance: You catnap. Twenty minutes and you're back.

Drow → New Kid / The Outsider

Just transferred from somewhere else. Doesn't fit any clique because they don't know the local rules yet. Watches before they speak. Has habits that read as exotic or off — eats lunch alone outside, walks the long way home, wears something nobody else wears. Carries a different upbringing visibly.

Cultural touchstones: Whatever the kid's previous life was — could be a bigger city, could be Catholic boarding school, could be just a different state. Massive Attack, Portishead, the kind of music nobody else at this school is listening to. Ghost in the Shell manga.

How the mechanical features re-flavor:

  • Superior Darkvision: You've spent more time alone at night than your peers ever have.
  • Sunlight Sensitivity: Literal — you're a night owl, daylight isn't your time.
  • Drow Magic (Faerie Fire / Darkness): Things you can do that you don't talk about. You learned them where you came from.

(The "outsider" framing here is about being new to Mercer Falls specifically — about not knowing local rules, local people, local rhythms — not about being ethnically or racially othered.)

A new kid eating lunch alone on the school steps
first week, no friends yet

Lightfoot Halfling → Skater

Skateboard never far away. Baggy jeans, Vans, Thrasher in the back pocket. The half-pipe behind the Kroger is a second home. Lands stuff that should break them. Easy to overlook in a crowd, hard to forget once you've seen them on the board.

Cultural touchstones: Tony Hawk, Big Brother magazine, Powell-Peralta videos, Vans Off The Wall, kickflips and ollies, the parking lot after dark, scraped knees as a constant.

How the mechanical features re-flavor:

  • Lucky: You always land. Even when physics says you shouldn't.
  • Brave: You've fallen off enough things to not fear most things.
  • Halfling Nimbleness: Fences, narrow gaps, getting through crowds — easy.
  • Naturally Stealthy: People miss you in a room. You blend in.

Stout Halfling → Wrestler / Gymnast

Lower weight class wrestler, or gymnast, or both. Compact and dense in a way that surprises people. Conditioning is religion. Doesn't get knocked down even when they should.

Cultural touchstones: Hulk Hogan and the WWF, Olympic dreams (1996 was Atlanta), gym smell, the protein-shake era, lifting in the garage.

How the mechanical features re-flavor:

  • Stout Resilience (poison): You can take a hit. Years of training.
  • Lucky / Brave / Nimbleness: Same as Lightfoot.

Rock Gnome → AV Club / Computer Kid

Cluttered desk, mods their own PC, runs a BBS from the basement, owns more wires than the school AV closet. Reading Slashdot before that's a thing. The teachers know who to call when the projector breaks. Seems younger than their age until they get going about something they're into, then suddenly seems older.

Cultural touchstones: Pentium 75 with way too much RAM for 1996, dial-up at 28.8k, Quake LAN parties, X-Files, 2600 Magazine, Heathkit catalogs, Radio Shack as a temple, the smell of solder.

How the mechanical features re-flavor:

  • Darkvision: Too many hours in front of a CRT in a dim room.
  • Gnome Cunning: Skeptical thinker. Hard to fool with anything that doesn't math out.
  • Tinker: Literal — you can build small clever things. Music boxes, fire starters, alarm clocks.
  • Cantrips (artificer-flavored): A clever rig you've built that does something improbable.
A kid at a CRT in a dim basement, wires everywhere, late at night
2:47 a.m., modem still working

Forest Gnome → Naturalist / Bio Nerd

Birding before school. Knows every tree on the way to school by name. Has a butterfly pinning kit. Volunteers at the nature center. Talks to the cat at the gas station and the cat seems to listen.

Cultural touchstones: Audubon Society, Birds of North America dog-eared, summer at the local nature preserve, dad's old binoculars, the documentary section of the library.

How the mechanical features re-flavor:

  • Speak with Small Beasts: You've watched animals long enough that you read them. Eventually, the read goes both ways.
  • Minor Illusion: You know how to disappear in the woods. Camouflage and stillness, taken supernatural.

Half-Elf → Popular Kid / Charismatic In-Between

The kid who's friends with everybody. Doesn't quite fit one clique because they fit pieces of all of them. Prom court. Student council. The one you ask for advice. Doesn't realize how unusual their social ease is.

Cultural touchstones: Beverly Hills 90210, My So-Called Life, the social calendar of the school, knowing everyone's drama without being in any of it, easy small talk.

How the mechanical features re-flavor:

  • Skill Versatility: You're good at multiple things — band AND track AND yearbook. People wonder how you have time.
  • Fey Ancestry: People try to manipulate you all the time. You see through it instantly.
  • Darkvision: Late-night phone calls. Parties. The social life never sleeps.

Dragonborn → Punk Rocker / Band Frontperson

Garage band. Hardcore or pop-punk depending on taste. Rehearses till the neighbors call. Has presence — doesn't fade in a crowd. When they let loose at a basement show, the room knows it.

Cultural touchstones: Green Day (post-Dookie), Rancid, Bad Religion, Refused (1996!), Operation Ivy, Fugazi, Doc Martens, leather jacket, that one band T-shirt that's been washed 200 times.

How the mechanical features re-flavor:

  • Breath Weapon: Your voice. Your roar. When you need to clear a room or command attention, people feel it physically.
  • Damage Resistance (your color/element): You're hardened to the kind of intensity that defines you. Fire-breath punk shrugs off heat; cold-breath punk doesn't feel winter.
A garage-band frontperson mid-shout at a basement show
saturday night, 8th & maple basement

Variant Human → Anyone Else

The most flexible option. If you want to play a clique that isn't on this list — preppy student council kid, choir kid, theater tech, wiccan, smoker, raver, ROTC kid, riot grrrl, latchkey loner — Variant Human is the easiest mechanical fit. You get an extra skill, a feat, and a +1 to two stats. Build the kid, then assign mechanics to fit.

Chapter 6

Extended Inspirations

(less common races)

If you want to go off-PHB, here are some popular options.

Goliath → Big Country Kid / Defensive Lineman. Tall and broad in a way that runs in the family. Rural background, maybe lives partly off-grid. Powerful Build is literal — you carry stuff for everyone.
Aasimar → Choir Kid / Devout Religious Kid. Sunday morning regular, youth group leader, the kid teachers describe as having "a presence." Healing Hands is "you have a way of calming people down."
Tabaxi → Dance Squad / Gymnast. Poetry of motion. Cat's Claws is climbing — you can scale anything. Feline Agility is just being uncannily quick on your feet.
Firbolg → Wiccan / The Craft Kid. The Craft came out April 1996; this is the moment for this archetype. Quiet, gentle, mystically-presenting kid who wears their grandmother's pendants and knows herbal remedies. Firbolg Magic (Detect Magic, Disguise Self) is "people-reading" and "vibes."
Genasi (Air / Earth / Fire / Water). Each subrace maps to a specific intensity. Air = track / runner. Earth = weight room / wrestler. Fire = hot-tempered punk / metalhead. Water = swim team / lifeguard.
Chapter 7

The "Wrong" Clique Is Fine

Read these mappings as suggestions, not assignments. If you want to play any of these races as a different kind of kid, do it.

A Tiefling cheerleader? Sure — her infernal heritage just expresses as charisma and nerve, not eyeliner.

A Half-Orc honors student? Great — his Menacing is just how seriously people take him in debate.

An Elf jock? Perfect — Trance becomes "doesn't really need much sleep before a game," Fey Ancestry becomes "sees through trash talk," Keen Senses is reading the field.

A Dwarf theater kid? Their "stonecunning" is set design and load-bearing structures.

The mechanical features stay; the flavor adapts to the kid you want to play. We'll work it out.

Chapter 8

Races We're Not Doing

Some 5e races are hard or impossible to flavor for this setting. Aarakocra (literal flight), Centaurs (literal four legs), and similar physically impossible options aren't going to work as humans. If you have an idea for one of these, talk to me — I'll hear pitches, but you'll need to do significant lifting to make it make sense.

Same goes for any race where the mechanical advantage depends on a literal physical impossibility for a human. We can probably work around most things if you're willing to flex some creativity muscles, but flight as a racial ability is the one that really just doesn't fit.

Chapter 9

Background Inspirations

D&D backgrounds map naturally onto high-school-ish things. Pick one that fits the kid you're building. The mechanical proficiencies and equipment translate directly; the flavor adapts.

PHB Background → 1996 high-school equivalent
BackgroundHigh-school equivalent
AcolyteChurch kid, youth group leader
Folk HeroKnown around town for something — a big save, a famous incident
SoldierJROTC kid, parent in the military, military family vibes
SageBookworm, library kid, that kid who reads at lunch
CriminalGets into actual trouble — shoplifts, vandals, hangs out where they shouldn't
OutlanderCountry kid, runs the woods alone, knows the river
CharlatanRuns hustles at school — fake hall passes, loaded dice in the cafeteria
EntertainerTheater kid, garage-band kid, drama club fixture
Guild ArtisanWorks for the family business after school
HermitLoner, lives way out of town, doesn't socialize
NobleRich kid, mayor's kid, the family with the big house
SailorWorks summers at the lake, family on the river, dad's a Coast Guard guy two towns over
UrchinLatchkey kid, parents absent or working multiple jobs

These are inspirations, not prescriptions. As long as your kid's background makes sense — for who they are, where they live, and what they've been doing with their life so far — we can work it out.

Chapter 10

One Last Thing

Whether you build the mechanics first or the kid first, don't skip the kid part. The character sheet is half of your character. The other half — the family, the neighborhood, the people they care about, the summer they were planning on having — is just as much a part of the story as anything you'll roll for.

Bring a kid you want to play.
We'll make the rest work.

~ The End ~

See you at Session 0