1. The document provides character origin options for a roleplaying game, listing 6 possible backgrounds for each of 6 regions: Dreisia, Dumeris, Taspia, Wechia, Iban, and Atril.
2. Each background option gives a 1 sentence description of how the character grew up and provides a +1 bonus to an associated attribute: Strength, Dexterity, Constitution, Intelligence, Wisdom, Charisma.
3. Players can choose or roll to randomly determine their character's region of origin, and then choose or roll on the corresponding table to determine their specific background within that region.
1. The document provides character origin options for a roleplaying game, listing 6 possible backgrounds for each of 6 regions: Dreisia, Dumeris, Taspia, Wechia, Iban, and Atril.
2. Each background option gives a 1 sentence description of how the character grew up and provides a +1 bonus to an associated attribute: Strength, Dexterity, Constitution, Intelligence, Wisdom, Charisma.
3. Players can choose or roll to randomly determine their character's region of origin, and then choose or roll on the corresponding table to determine their specific background within that region.
1. The document provides character origin options for a roleplaying game, listing 6 possible backgrounds for each of 6 regions: Dreisia, Dumeris, Taspia, Wechia, Iban, and Atril.
2. Each background option gives a 1 sentence description of how the character grew up and provides a +1 bonus to an associated attribute: Strength, Dexterity, Constitution, Intelligence, Wisdom, Charisma.
3. Players can choose or roll to randomly determine their character's region of origin, and then choose or roll on the corresponding table to determine their specific background within that region.
Next, choose or roll an origin and then roll a D6 on the corresponding table, or if the GM allows, pick or create a new one.
Dreisia-The highlands.You grew up...
1. Wandering the highlands, +1 to Knowledge 2. In a clan of warrior poets, +1 to Strength or Knowledge 3. Adjacent to the law, poaching to help feed your community. +1 to ranged 4. Fishing, an exercise in patience and frustration, +1 to Composure 5. Herding your family's flock of animals, +1 to Dexterity 6. In the town markets, +1 to Charisma
Dumeris-The steppes.You grew up...
1. In the stables tending the mounts, +1 Composure 2. In the saddle, a rider in your Lord's company, +1 melee or ranged (your choice). 3. Learning the ways of ranging and hunting, +1 to Ranged or Knowledge 4. Far from civilization, +1 to any attribute. 5. Under the tutelage of a noble, +1 to Charisma. 6. On a "merchant" ship, patrolling the northern waters, +1 to Strength.
Taspia-The Heart of the Empire.You grew up...
1. In a noble house, +1 to Charisma 2. On a farm, +1 to Strength 3. In the street, +1 to Dexterity 4. In a scholarly institution, +1 to Knowledge 5. In the barracks, observing all the exercises the adults participated in, +1 to melee 6. As an initiate of a master craftsman, +1 to Dexterity
Wechia-The decadent cities and gloomy forests.You grew up...
1. In a library among dusty tomes of your land's former glory, +1 to Knowledge 2. As a brother/sister in a monastery or church, spending long quiet hours in contemplation or ritual, +1 to composure 3. In the back rooms of the Fighter Pits, +1 to Strength or Knowledge 4. Playing and running games of chance, +1 to Charisma 5. In a traveling circus, +1 to any attribute. 6. As an initiate of an assassin's order, +1 to Melee
Iban-The desert and savanna.You grew up...
1. Wild, riding horses and chasing sand snakes all day long, +1 to Dexterity 2. "Helpfully" guiding travelers, for a fee of course, +1 to Charisma 3. learning the ins and outs of surviving in inhospitable places, +1 to Knowledge 4. On the coast, swimming and spear fishing all day, +1 to Strength 5. While protecting the borders of your kingdom, +1 to Melee 6. Hunting wild animals with your family, +1 to Ranged.
Atril-The islands.You grew up...
1. On the deck of a fishing trawler, hauling lines and bringing in the nets, +1 to Dexterity or Strength (your choice). 2. As an apprentice on a ship of the Fleet, serving with a sense of duty and discipline while staying out of the way, +1 to Composure. 3. At the docks of the local port, +1 to Strength 4. As an apprentice in a forge, +1 to Strength 5. With the bards from the House of Stories, +1 to Knowledge 6. At the Merchant's guild, +1 to Charisma.