Character creation before you start working on the details of your campaign. During this first game, make sure that. Dungeon master willing to improvise. An unpredictable D&D game is an. The Instant DM by Dungeon Mastering - The Instant DM by Dungeon Mastering - The Instant DM by Dungeon Mastering - instant_dm.
Faerie Skies was never publicly released. In fact, development has been so intimately tied to the translation Kickstarter and its backers that it's hard to say if it was ever even finished, or what happened to it otherwise.
It's possible that it's still at the works or never will be, like so many other things promised by Kickstarters, or it could be that it was already released to the backers but that being the type of people who'd back Golden Sky Stories they are too inherently nice to illegally upload a gift they were trusted to keep. Don't be misled. This is John Wick at his worst, from pretentious writing filled with incoherent symbolism to pseudo-intellectual ramblings in the middle of sections to some of the very worst cases of railroading you will EVER read (like, if the players don't do absolutely PRECISELY some UNFATHOMABLY specific thing Wick's intended, well, there's no advice on what to do in this case and the game's stuck. This is not including all the parts of the game which are basically a big cutscene, mind you), to horrendous GMing advice layered over a half-baked mechanic. Oh, and there's a chapter (out of 10 in the adventure) where the characters temporarily assume the roles of Jews in a Nazi death camp, which has no direction and can only end when they've 'witnessed an act of true compassion.'
This should really tell you all you need to know about this game. Then there's the basic concept of there being 30 heroes in the company. Do you think each player plays like five at a time, like they were grogs in Ars Magica or something?
The GM advice is that every templar who isn't played by a player will be an NPC. You know what can make a GMPC better? 27 GMPC's, that's right!
Naturally, this explanation is accompanied by Wick's insistence that the knights should each have personalities and characters of their own, and get to play. It's really very fitting with his GMing philosophy, when you think about it. Minimum interference from those pesky 'players', and he gets to run his brilliant masterpiece to an army of main characters he controls. And the ending, where the characters achieve enlightenment by realizing they're characters in an RPG and meeting the players. Wick spends like a whole PAGE going on and on and fucking on about how goddamned CLEVER he is and how much his players worship him for being so brilliant, either ignorant of or deliberately ignoring the fact that the same thing has been done by Over the Edge decades before, at the very least. Then they meet God. Who's of course a woman.
Then they talk about atheism, because fucking John Wick.