Many gamers prefer a fast character creation, in order to quickly have a character and be ready to play. Personally I prefer a more thorough character generation, with lots of opportunity for customization. In MYFAROG the basic character generation is however still rather fast and easy, amongst other things because there are no «classes» or «professions» to chose from when you start; instead there are different character roles available for characters who after some time of playing will qualify for at least some of them. So more than in most other games the character generation is an ongoing process that never really ends, and your opportunity to «customize» your character is great. You can gain new talents, new character roles, you might (if your character has the traditional life stance) learn to cast spells, you improve your skill and spell proficiencies, and so forth. You can however also lose character roles, when or if you no longer qualify for such a role. Only Nobles e. g. can gain a Priest or a Warrior-Priest role, so if they lose their status as Nobles they will also lose their Priest or Warrior-Priest role, and all bonuses and abilities linked to the role.
There will be different roles available to the characters depending on their social class, their race, their life stance, their alignment, their gender, their attributes and so forth, and a few of them have certain talents as a pre-requisite as well. Naturally all characters can potentially gain several different roles. There is no good reason why a character cannot become both e. g. a warrior, a scout and a sorcerer.
The role characters begin with is either a hunter-gatherer role, Veiðimaðr (default for characters with a Veiðr [«hunter-gatherer»] background) or a peasant/townsman role, Bûandi (default for those with an Byggjandi [«inhabitant», «house-dweller»] background). This role is a background role, so it cannot be lost.
There is no need to re-invent the wheel in this context either, so the roles characters can gain are pretty much all traditional fantasy RPG roles, such as warrior (≈fighter), rural scout (≈stalker), urban scout (≈agent), berserk/valkyrja (≈barbarian), ranger, scald (≈priest/cleric/bard) and sorcerer (≈wizard/magician), but there are a few new ones as well, like the warrior-priest roles Scutarius/Scutaria (≈some sort of Pagan «Belus-paladin») and Bacchante/Maenad (≈a different type of berserk, basically). The scalds have their favourite deities and the sorcerers can specialize in the manipulation of a certain type of spirits, so the opportunity for characters to gain and develop very different and unique roles are very much present.
Save the Latin and Greek names listed above all the character roles have been given Norse names (such as Strîðsmaðr for Warrior), but an English translation is to be found not only in the rule book, but also on the character sheet itself, so this should not be a problem even for those not at all familiar with Scandinavian languages.
The different character roles open up new opportunities for the players, who will have their characters be able to learn spells, brew potions, ask for more powerful Favours, attract dedicated followers, gain self-confidence, gain new abilities and so forth, all in a concise way and in accordance with the religion and traditions of Þulê and the world of MYFAROG.
There are six races available for the players to chose from, but by default two of them (the Myrklingar and the Fjarlingar) are only meant as races available for the GM to be able to generate colourful and credible villains in home made adventures (though you can perfectly well make player characters of these races too if you want to). The remaining four races are the very rare and mystic Þulir, the common Hâlogar, Þulêans with a divine father or mother (the Âssfeðra/Âsynjuborinar, alias Heros), and finally Þulêans born by elven mothers (the Alfaborinar) (Yes, there are elves in MYFAROG, both light elves and dark elves [dwarves]). Compared to the common Þulêan race the other races all have advantages and disadvantages, special abilities and also special limitations. E. g. all men with a divine father must always be religious (i. e. believe in gods), and all men born by elven mothers must always be traditional (i. e. believe in spirits).
MYFAROG is not designed to be «balanced», in the sense that a character who is only a warrior does not necessarily need to be as big an asset to the group as the one being only a sorcerer. Sorcerers are more powerful than warriors (not least because most of them are probably warriors as well). Likewise, some of the races are generally speaking better (more super-human) than the others. E. g. having a divine father (i. e. being a Heros) will necessarily make you a bit more heroic than one with two human parents. This is, I can add, fully in accordance with our mythology, and should not at all be a problem in an RPG like MYFAROG. Whether your characters is a little Þulêan teenage girl or a brutal Heros doesn’t really matter when some villain aims his arrow at you though; it can still potentially kill any character, no matter his race, weight, strength, talents or constitution. You better hide behind that large shield regardless.
The players can also have their characters join different bands, cults and organisations in Þulê if they want them to, and they actually have to as well, if they want to gain some of the available characters roles, and they all are members of a tribe by birth, and if male by default to the army of their tribe too (so they can potentially be summoned to war by their king or queen).
The opportunity for political intrigue, adventure and action, interesting encounters and good role-playing with MYFAROG should be very good.