Select one Origin for each of the three periods of your life: Childhood, Youth, and Juvenal. Combined, the three choices will help tell the story of your character’s life and the path of their family.

Abandoned/Orphaned

When you were young, your family disappeared. You grew up as an orphan, or perhaps were abandoned to the place you are most familiar with. You’ve always been alone and have done things your way.

You may have been in foster care, or perhaps a small orphanage, or you may simply have survived on the streets. You tend to see the world with a greater degree of mistrust and cynicism.

Ability Score

You gain a +1 to two scores of your choice, and a -1 to your Sanity, Charisma, or Mana.

Skills

You pick up one out of the following: Sleight o’ Hand, Survival (Urban), Survival (Settlement), Persuasion, Deception.

Tools

You can select any one of the following: Thieves’ tools, Scullery Kit.

Equipment

You have some trinket, a small thing, that you have to remind you of your family – for good, bad, or indifferent reasons.

Benevolence

Those older than you will often have a caregiver mindset on getting to know you. You will often receive free food and clothes from them. Adults with a good alignment will usually show some consideration for your care and well-being out of a paternal/maternal nature.

Acolyte

You were given over to a Temple or Shrine at this age and spent your time as an acolyte of the Power in service to the Temple. Acolytes are taught that they should strive to live within their means, be frugal, and forward the causes of the Powers That Be.

Ability Score

You gain a +1 to your WISdom, a +1 to your PERception, and a -1 to your KNOwledge.

Skills

You gain the Theology skill.

Tools

You gain a written language slot.

Equipment

You start out with a Holy Symbol and your wealth bonus is 5 sp.

Shelter of the Faithful

As an acolyte, you command the respect of those who share your faith, and you can support in and know the religious ceremonies of your deity. You and your adventuring companions can expect to receive free healing and care at a temple, shrine, or other established presence of your faith, though you must provide any material components needed for rituals. Those who share your religion will support you (but only you) at a Poor or Peasant lifestyle.

You also have ties to a specific temple dedicated to your chosen deity or pantheon, and you have a residence there. This means that your Homeland’s temples or shrines will be the ones to your power, and you must match it to your Homeland. This will be the temple where you used to serve, and you may or may not remain on good terms with it. While near your temple, you can call upon the priests for assistance, provided the assistance you ask for is not hazardous and you remain in good standing with your temple.

Artisan

You are an Artist of some sort – Painting, Drawing, Sculpture, Music, Song, Oration, Acting, Dancing, and so forth. Entertainment and inspiration are a part of your character.

Ability Score

You gain a +1 to your CHArisma, a +1 to either your PERception or WISdom, and a -1 to a score of your choice.

Skills

You gain 1 skill in one of the following:

Acrobatics, Dance, Performance, Juggling, or Tumbling.

Tools

You gain one Tool or Kit from: Artisan’s, Carver’s, Painter’s, or Sculptor’s.

Equipment

Your Wealth Bonus is 20. If you have Artisan for both your Youth and Juvenal, you can take the bonus twice.

Making Do

You can create artwork between adventures sufficient to maintain a Peasant lifestyle.

Innworker

During this period, you were part of an Inn, Tavern, Public House, Café, Saloon, or similar establishment. You understand the nature of serving guests and the way people can be in such circumstances.

This would have been in a City, Town, or Village, or a non-guild one located along a road and without any local settlement closer than a day away. While you won’t have an understanding of Vintners and Distillers, you will have knowledge of the mercantile aspects of them.

Ability Score

You gain a +1 to your CHArisma, a +1 to your choice of Ability Score, and a -1 to your choice of Ability score.

Skills

You have the brewing and cooking skills.

Tools

You can choose either a Cook’s Kit or a Brewer’s Kit.

Equipment

Your Wealth Bonus is 20.

Plastered Persuasion

After spending years tending to the regular drunkards and new faces in the establishment you work in, you have become an expert at getting what you want from the inebriated, and can remember faces and voices with great accuracy.

Beggar/Urchin

During this period, you were homeless and surviving on the streets as an urchin or beggar. Your family may or may not have known this, you could have been a runaway or cast out from your family, but the result is still the same – you are on the streets now.

This will be in a town or a city, not a village or smaller settlement.

Ability Score

You gain a +1 to an ability score of your choice for each time you have this Origin.

Skills

You gain Sleight of Hand and Urban Survival

Tools

You do not gain any tools.

Equipment

Your Wealth Bonus is 5. If you have Urchin for Youth and Beggar for Juvenal, your bonus is 55.

City Secrets

You know the secret patterns and flow to cities and can find passages through the urban sprawl that others would miss. When you are not in combat, you (and companions you lead) can travel between any two locations in the city twice as fast as your speed would normally allow.

Courtesan/Courtier

These are not the nobles you are looking for. From the Circle of the Lanterns to Syndicates of Durango, the control and influence of the Courtesans and Courtiers of Wyrlde is broad, deep, and often dark. This background is sex work, plain and simple. Sex Work is not considered shameful or dishonorable or even bad by the people of Wyrlde, although it is treated as undesired in Sibola, where it has the deepest and most secure roots.

Courtesans and Courtiers come in different kinds:

Independent (CHA): Individuals who work for themselves, unaffiliated with a Circle or Syndicate.

Cloistered (WIS): An individual who is kept as a willing partner, either with others or alone.

Guild (KNO): An individual who works within a Circle or Syndicate.

Companion (PER): An individual who provides companionship and entertainment, conversation and status.

This background may be disallowed at some tables as a result of the Zero Session.

Ability Score

You gain a +1 to the Ability score associated with your kind of Courtesan or Courtier, a +1 to any ability score other than Strength or Constitution, and a -1 to either Strength or Constitution.

Skills

You gain a Handiwork skill, and your choice of 1 from Persuasion, Musical Instrument, Gaming, or Disguise Kit.

Tools

Handiwork Kit or Gaming Kit

Equipment

Your Wealth Bonus is 40. If you have Artisan for both your Youth and Juvenal, you can take the bonus twice.

Wiles

During your work, you’ve seen things, and so you tend to remain relatively calm and rational even during trying periods and in dire circumstances – but you will have one thing that breaks your cool and calm demeanor. You also have the ability to attract notice and draw attention through suggestive actions, lowering people’s guard and reducing their resistance to persuasion, deception, and similar actions.

Craftsfolk

During this period, you or your family were involve with the Guilds, paying dues and creating things. Thiis is the most common background. You were among the ordinary people until you took up an adventuring career. You understand the value of hard work and the importance of community. There are several types of Crafter.

Armory

These Workshops are for those engaged in the following crafts:

Armor Making, Weapon Making.

Artistry

These Workshops are for those engaged in the following crafts:

Sculpting, Painting, Scrimshaw(Carving), Oration, Acting, Playwrights, Stage Craft.

Brewery

These Workshops are for those engaged in the following crafts:

Brewing, Vinting, Distilling .

Bowery

These Workshops are for those engaged in the following crafts:

Bow Making, Arrow Making, Crossbow Making, Bolt Making.

Buildery

These Workshops are for those engaged in the following crafts:

Building, Framing, Thatching, Plumbing, Plastering, Hearthery, Bricklaying, Boring

Carpentry

These Workshops are for those engaged in the following crafts:

Carpenters, Coopers, Charcoalery, Furnishers, Basin makers

Cleanery

These Workshops are for those engaged in the following crafts:

Chandlery, Cleaning, Broom Making, Laundering.

Clothery

These Workshops are for those engaged in the following crafts:

Tailors, Furriery, Hattery, Cobbling, Glove making.

Cookery

These Workshops are for those engaged in the following crafts:

Pastry Making, Baking, Cooking.

Glazery

These Workshops are for those engaged in the following crafts:

Pottery, Dish making, Glassmaking.

Handiwork

These Workshops are for those engaged in the following crafts:

Knitting, Lace making, Embroidery, Crochet, Beadery.

Husbandry

These Workshops are for those engaged in the following crafts:

Saddlery, Tanning, Butchering, Hunting, Catchery, Teamstery.

Instrumentry

These Workshops are for those engaged in the following crafts:

Tunery, Pipery, Luthier, Hornery, Drumery, Lathing.

Knowery

These Workshops are for those engaged in the following crafts:

Antiquary, Provisioning, Castellery.

Masonry

These Workshops are for those engaged in the following crafts:

Stone cutting, Masonry

Mekery

These Workshops are for those engaged in the following crafts:

Lantern Making, Clock Making, Lock Smithing.

Millery

These Workshops are for those engaged in the following crafts:

Milling.

Minery

These Workshops are for those engaged in the following crafts:

Mining, Assaying, Orewright.

Papery

These Workshops are for those engaged in the following crafts:

Paper Making, Limnery, Postalry.

Peasantry

These Workshops are for those engaged in the following crafts:

Fishing, Farming, Shepherding.

Physicry

These Workshops are for those engaged in the following crafts:

Alchemy, Apothecary, Herbalism, Barbering, Physic, Midwifery.

Pigmentry

These Workshops are for those engaged in the following crafts:

Pigmentry, Ink Making, Enamelry, Lacquery, Dyeing.

Plantery

These Workshops are for those engaged in the following crafts:

Gardening, Perfumery, Herbalism.

Scribery

These Workshops are for those engaged in the following crafts:

Astrology, Heraldry, Mapping, Surveying, Drafting.

Shipwright

These Workshops are for those engaged in the following crafts:

Shipwright, Net Making, Sail Making.

Smithery

These Workshops are for those engaged in the following crafts:

Smithing, Farrying, Bell Making.

Weavery

These Workshops are for those engaged in the following crafts:

Spinning, Weaving, Rug making, Felting, Yarning.

Wrightery

These Workshops are for those engaged in the following crafts:

Carriagewright, Wheelwright.

Ability Score

You gain a +1 to your ability score according to your craft (as shown below) plus 1 point for any Ability score, and a -1 to any single ability score.

Armory

Str

Masonry

Str

Artistry

Per

Mekery

Dex

Brewery

Wis

Millery

Con

Bowery

Str

Minery

Str

Buildery

Str

Papery

Int

Carpentry

Dex

Peasantry

Con

Cleanery

Dex

Physicry

Wis

Clothery

Dex

Pigmentry

Int

Cookery

Wis

Plantery

Wis

Glazery

Per

Scribery

Int

Handiwork

Dex

Shipwright

Str

Husbandry

Wis

Smithery

Str

Instrumentry

Wis

Weavery

Per

Knowery

int

Wrightery

Str

Skills

You gain the Crafting Skill listed.

Tools

1 Tool Kit for your Craft.

Equipment

Your Wealth Bonus is 30. If you have Guilder for both your Youth and Juvenal, you can take the bonus twice.

You can find trade work between adventures sufficient to maintain a modest lifestyle

Greater Skill

You gain a +1 to the skill of your Craft.

Criminal

During this period, you were a criminal with a history of breaking the law in a given village, town, or city. You have spent a lot of time among other criminals and still have contacts within the criminal underworld in that location. You know more than most people about murder, theft, and violence, including how to hide a body. You have survived up to this point by flouting the rules and regulations of society.

If you have this as a Youth or Juvenal, you must choose one of the kinds of criminal:

Jaks (STR): This is a person who acts as an enforcer or hired muscle of some greater criminal.

Blackmailer (PER): This is a person who deals in extortion and blackmail.

Fence (KNO): This is a person who handles the sale of stolen goods and identifies potential scores.

Forger (DEX): This is a person who handles the creation of fraudulent documents and art.

Smuggler (WIS): This is a person who specializes in getting contraband or highly taxed materials into place around the and outside the knowledge of the authorities.

Being caught as a criminal often ends a criminals activities – branding, amputation, significant fines, and more await criminals.

Ability Score

You gain +1 in an Ability Score of your choice, a +1 in the ability score associated with your kind of Criminal, and take a -1 to your Cha or San (your choice).

Skills

Pick one.

Tools

Pick one from the following: Thieves’ Tools, Burglar’s Tools, Disguise Tools, Forgery Supplies, Scribe’s Tools, or brass knuckles.

Equipment

Your Wealth Bonus is 15. You have your choice of an Improvised Weaon, a trick money pouch that has multiple compartments, a pack of documents, or a chest with a false bottom.

Bad Reputation

No matter where you go, people are afraid of you due to your reputation. When you are in a settlement, you can get away with minor criminal offenses, such as refusing to pay for food at a tavern or breaking down doors at a local shop, since most people will not report your activity to the authorities.

Entertainer

During this period of your life you were part of a Surkus or similar traveling Troupe, providing entertainment in some form such as oration, acting, music, and so forth, You will often look at Bards and sigh, because they found a muse, and you have not. However, everywhere you go you turn heads, whether you want to or not, and it has always been easy for you to scrape by on your appearance and personality alone.

You must choose one of the forms of entertainment:

Ability Score

+1 to DEX, +1 to one other score, -1 to one score.

Skills

The skill of your form of entertainment.

Tools

Any tools or kits for your form of entertainment.

Equipment

Your Wealth Bonus is 30.

By Popular Demand

You can always find a place to perform, usually in an inn or tavern but possibly with a circus, at a theater, or even in a noble’s court. At such a place, you receive free lodging and food of a modest or comfortable standard (depending on the quality of the establishment), as long as you perform each night. In addition, your performance makes you something of a local figure. When strangers recognize you in a town where you have performed, they typically take a liking to you.

Gambler/Confidence Artist

During this period of your life you were a gambler, a confidence artist, a person who studies others and makes their living by gaining someone’s confidence and then betraying that trust for your own benefit, be it an elaborate scheme to deprive them of funds, or a high stakes tile game with serious money on the line.

Ability Score

+1 Kno, +1 WIS, -1 your choice.

Skills

Gambling

Tools

Gaming Tools, Disguise Tools.

Equipment

Your Wealth Bonus is 30.

False Identity

You have created a second identity that includes documentation, established acquaintances, and disguises that allow you to assume that persona. You gain Advantage on rolls when playing in Games such as Cards, Dice, Tile, and the like.

Gentry

During this period of your life you were raised among the Gentry, benefitting from higher social status and greater wealth, just above that of a Merchant, yet below that of a Patron or Matron. Gentry are aware and embrace hard work and earning their way in life, and feel that success is a reward and proof of one’s value.

Ability Score

You gain a +1 to your Knowledge.

Skills

You can select one skill.

Tools

None.

Equipment

Your Wealth Bonus is 25. If you have Gentry for both your Youth and Juvenal, you can take the bonus twice.

Court Functionary

Your knowledge of how bureaucracies function lets you gain access to the records and inner workings of any noble court or government you encounter. You know who the movers and shakers are, whom to go to for the favors you seek, and what the current intrigues of interest in the group are.

Indentured

Description

During this period of your life, your family were indentured servants for at least five of your formative years. You are the child of people who were indentured for at least five of your formative years. Whether you were treated with cruelty or relative kindness, you were still expected to “know your place” and were punished when you stepped out of line. Watching family toiling for another, obeying orders, and debasing themselves was your way of life.

Ability Score

You gain a +1 to your Perception, and a -1 to your Charisma. You can add a +1 to any ability score of your choice.

Skills

None.

Tools

You can pick one Tool or Kit.

Equipment

Your Wealth Bonus is 10.

Unity

You have a kind of kinship with those in servitude, a shared understanding of what it means to serve without choice. From coded language to causal sings, you can gain the trust of other servants, find welcome in their company, learn of rumors and gossip, find shelter in their midst, and sometimes even gain access to places of power through the back doors.

Mercenary

During this period of your life, you were close to someone who earned their living as a mercenary. You were likely a camp follower, settling in and caring for each other and those within the mercenary unit, moving as they moved, sometimes days behind, sometimes within sight of the battles or work that drew them there.

Ability Score

You can add a +1 to any two of the following Ability scores: STR, DEX, CON, VIT, HAUL, SAN. You must take a -1 to one ability score of your choice.

Skills

Any one from Bakers, Brewers, Chandlery, Cobblers

Tools

Mending or Honing.

Equipment

Your Wealth Bonus is 25.

Semper Fi

The mercenary company you followed will remember you and you can turn tot hem for information, potential work, and perhaps favors that do not put their current contract at risk.

Merchantry

During this period of your origin, you were in proximity to the work and life of a Merchant and learned some of the aspects of trade and being a merchant, from peddling to book keeping, from warehousing to trading.

Ability Score

You can add +1 to any two of the following Ability scores: Dex, Kno, Wis, Per, Cha, Psy.

Skills

Persuasion, Eavesdropping

Tools

Pick one.

Spoken Languages

Pick two languages.

Equipment

Your Wealth Bonus is 40. If you have Merchantry for both your Youth and Juvenal, you can take the bonus twice.

Merchant’s Grace

Your experience has given you an insight into the value and price of items, allowing you to haggle more effectively, reducing the cost of a single item in a single transaction. Roll a 1d6: on a 1 to 5, you receive a reduction of 10 to 50% in the price. On a 6, you pay 20% more, having severely offended the person.

Messenger

You or a member of your immediate family was, for a time, affiliated with or a member of the Messengers Guild. You are familiar with the rigid rules and restrictions on them, and the ways and means by which they operate in the world. Messengers are sacrosanct persons. They do not have names; they all dress the same and have the same hair style and show no difference of personality or emotion when working. Messengers are familiar with courtesies and forms of address and have Oaths that last the duration of their service to secrecy in order to get their messages and deliveries through and to where they need to go.

Ability Score

You can add a +1 to each of your Per and Cha scores.

Skills

Athletics, Diplomacy, Navigation

Tools

Postal

Equipment

Your Wealth Bonus is 25.

Well-Traveled

You’ve been all over, and you know the location of every inn and stable in any city connected to a main trade route. In addition, caravans of even a somewhat friendly nature will allow you and your party to travel with them, granting more protection from the dangers of the roads.

Your experience undertaking deliveries with various members of disparate cultures has given you enough knowledge of etiquette to avoid the most offensive faux pas in business dealings as well as polite conversation. So long as a social interaction is not actively hostile, you can count on never offending any other party with your words or behaviors unless you intend to. You may also extend a limited version of this insulation from embarrassment to your colleagues if you intervene the moment a faux pas takes place (“Please forgive him. His culture is unfamiliar with such elegant environs.”)*

* = this benefit ceases to function inf the character (or player) is being willfully offensive or ignoring the warnings of the DM about the character’s actions. This is meant to reflect characters who are able to be courteous in diverse settings. It is NOT a license to be a crude or obtuse jerk. Characters attempting to abuse this feature in such a way will earn the wrath of those they offend.

Nobility

This Origin means that at this point in your life you were part of the Nobility, potentially in line to become an Heir, and so received some additional experiences as a result of it. It is important to note that while you come from that period, you are not an Heir or a Noble at this time – both of those would require you to be focused exclusively on the many tasks that are associated with hat work, such as ensuring that no one is going hungry (and how you achieve that), that taxes are accounted and collected, and that you have taken the oath of Fealty. All of these things would stop you from being and Adventurer or Apprenticing to a profession.

Ability Score

You can add a +1 to any two Ability scores and a -1 from any one of Str, Dex, Con, Haul, Psy, or Vitality.

Skills

For Childhood or Youth origins, you learned to read and write.

Tools

None

Equipment

Your Wealth Bonus is 70. If you have Nobility for both your Youth and Juvenal, you can take the bonus twice.

Position of Privilege

Thanks to your noble background, people from your homeland are inclined to think better of you. You are welcome in high society in your homeland, and people assume you have the right to be wherever you are when you are there. Other people of high birth treat you as a member of the same social sphere. You can secure an audience with a local noble if you need to, provided you meet the criteria for such (including bribes and appointment times).

Outsider

You spent this period in a Camp, Steading, Hamlet, or Village far from the Towns or Cities, particularly in remote areas where the people you saw were mostly the same folks every day and often relations to you in some way. You are used to the Boonies, and the general environment of the world beyond the safety of the civilized areas.

Ability Score

You can add a +1 to any 2 of your Strength, Dexterity, or Constitution,

Skills

Athletics and Survival

Tools

An animal snare.

Equipment

Your Wealth Bonus is 25.

Wild’s Grace

Your sense of sight and smell was finely tuned during your years in the wild. When you enter a forest or thick meadows, you can correctly ascertain tracks of any Beast or Person. In addition, you can determine a safe harbor closest to you, such as a sheltered area from the weather, or a hidden copse.

Patron/Matron

Description

Ability Score

Skills

Tools

Equipment

Your Wealth Bonus is 50. If you have Patron or Matron for both your Youth and Juvenal, you can take the bonus twice.

Peasantry

Farmers, Fisherfolk, Ranchers, Shepherds, Miners, and other essential folks whose daily lives make the world function.

Ability Score

You gain a +1 to your Constitution, a +1 to either your STRength or DEXterity, and a -1 to either your KNOwledge or CHArisma.

Skills

You can select one Skill or Craft you have proficiency in.

Tools

You can select one tool or kit that matches your Skill or Craft.

Equipment

Your Wealth Bonus is 10. If you have Peasantry for both your Youth and Juvenal, you can take the bonus twice.

Rustic Hospitality

Since you come from the ranks of the common folk, you fit in among them with ease. You can find a place to hide, rest, or recuperate among other commoners, unless you have shown yourself to be a danger to them. They will shield you from the law or anyone else searching for you, though they will not risk their lives for you.

Physic

You learned from a Midwife, Physic, or similar healer, and have a knowledge of their use. Physics rely on their abilities to assess wounds, fashion medicines and poultices, use plants and herbs and minerals, and learn anatomy to mend the wounds of others. Although healing is nearly always available from assorted clergy, mot folks are mistrustful of the Powers and prefer to turn to the skill and knowledge of Physics.

Ability Score

You gain a +1 to two ability scores of your choice, and a -1 to one ability score of your choice.

Skills

You gain 2 slots to use any one or two of the following: Healing, Medicine, Herbalism, Alchemy,

Tools

Herbalism Kit or Healer’s Kit.

Equipment

Your Wealth Bonus is 25.

Helping Hand

As a medical professional, you can volunteer as a physic in times of need. This gains you favor and trust among folk, who are often in need of help. You can expect to receive healing for your party from Physics or Midwives, , who act as doctors, or other medical facilities, and are often willing to lend their own supplies for you to work with, if available, and even offer rewards in the form of payment and a discount on purchases of healing kits.

Scholar

Description

You spent years learning the lore of the world. You scoured manuscripts, studied scrolls, and listened to the greatest experts on the subjects that interest you. Your efforts have made you a master in your fields of study.

Scholar’s have Specialities:

Archaeologist: Your specialty is in history and the past, either before ethe god’s War or after it.

UrMekanist: Your specialty is in the new field of natural rules and clockworks.

Naturalist: Your specialty is in the natural world, focusing on climate, biomes, plants, stone, and soil.

Beastialist: Your specialty is in the creatures and critters of the world.

Orgonist: Your Speciality is in Magic, focusing on spells and how magic operates.

Ritualist: Your specialty is in rituals, including magic items.

Cartography: Your specialty is mapmaking and navigating.

Ability Score

You gain a +1 to Knowledge, a +1 to your choice of KNOwlexge, WISdom, PERception, or PSYche, and a -1 to your choice of ability score.

Skills

History and 1 other Kno, Wis, or Per skill.

Tools

You have a set of Scribe’s Tools.

Spoken Languages

You can select 1 additional spoken language

Written Languages

You can select 2 additional written languages, in addition to the one you gain for your native tongue.

Equipment

Your Wealth Bonus is 20. You have two books on your speciality.

Researcher

When you attempt to learn or recall a piece of lore within your specialty, if you do not know that information, you often know where and from whom you can obtain it. Usually, this information comes from a library, scriptorium, university, or a sage or other learned person or creature. Your DM might rule that the knowledge you seek is secreted away in an almost inaccessible place, or that it simply cannot be found. Unearthing the deepest secrets of the multiverse can require an adventure or even a whole campaign.

Servant

Description

During this period of your life, your family member was a household servant. Castellans, Chambermaids, maids, Butlers, Grooms, the list of possible locations is endless, but it is always voluntary ad paid, and this is a guild craft. Throughout this period, however, you were still required to “know your place” and were punished when you stepped out of line. Watching family toiling for another, obeying orders, accomplishing tasks without talking back, arguing, or making a fuss was all vey important, as was the importance of hard work and task well done.

Ability Score

You gain a +1 to any two ability scores of your choice.

Skills

Pick three

Tools

Pick two

Equipment

Your Wealth Bonus is 15

Servants’ Creed

The little people stick together, yeah? You are to blend in with other servants from all over the land. They’ll automatically be more hospitable to you and perhaps grant you insider gossip that another adventurer may not get. They will not follow you into battle or risk their lives for you, but they may slip you little things such as money or small items that may aid you in your journey, or even notes with useful information. In addition, if you make a good impression, they’ll shelter you from anyone who may be searching for you for a time.

Soldier / Sailor / Marine

Description

During this period of your life, you had someone responsible for you serve as an enlisted member of a military unit and go on Crusade. Military order, discipline, the intricacies of units and command and more was all part of your background.

Ability Score

You gain a +1 to your Mana and a +1 to your Psyche.

Skills

Pick one.

Tools

Mending, Honing

Equipment

Your Wealth Bonus is 10.

Military Brat

You understand the ways of ranks, military decorum, orders and following them, and how to negotiate the assorted levels of authority and awareness present in any military unit. Members of that old unit may still remember you and be able to help in small ways, or perhaps larger ones if they still serve.

Stolen (Urmage)

During this period of your life, you were stolen by an Urmage when you read the Caligulan on their test paper, and hauled to Akadia, where you were either chosen by a Mage Lord or tossed aside and into the care of some servants for one.

Ability Score

You gain a +1 to your Mana and a +1 to your Psyche.

Skills

Pick one from Arcana, Metaphysics, Mysticism, and Primalism.

Tools

Scribe’s Tools.

Equipment

Your Wealth Bonus is 10.

Akadian Life

This background forces your homeland to become that of Akadia.

Apprenticeships

Apprenticeships are available only at Juvenal stage, and represent what your character apprenticed in, if you choose to have one. Selecting one of these means you do not choose a Juvenal Origin, so you have a choice of selecting one or the other. Apprenticeships are a trade, learned with the goal and purpose of giving you skills.

Trade Apprentice

Description

Most folks will apprentice to some trade, choosing from the list below.

Apothecary

Armorer

Artisan

Astrology

Baker

Barber

Bowyer

Brewery

Builder

Carpenter

Carver

Catcher

Cleaner

Clerical Scribe

Clock Maker

Cobbler

Cook

Cooper

Crochet

Distiller

Doll Maker

Drafter

Drum Maker

Embroider

Enamellist

Explosives Maker

Farrier

Felter

Firearms

Forgery

Gardner

Glassmaker

Glove Maker

Hattery

Horn Maker

Husbandry

Innkeeper

Instrumentry

Jeweler

Knitting

Lacquerer

Lockswain

Luthier

Mariner

Mason

Mekery

Midwife

Miller

Miner

Netter

Orewright

Painter

Paper maker

Pastry Cook

Perfumer

Physic

Pigment / Dye Maker

Pipe Maker

Plasterer

Plumber

Postal Messenger

Potter

Researcher

Scribery

Sculptor

Shipwright

Shrine Acolyte

Smith

Spinner

Surveyor

Tailor

Tanner

Teamster

Temple Acolyte

Thief

Tinker

Toy Maker

Weapon Smith

Weaver

Wine Maker

Wright

Game Maker

   

Ability Score

You gain a +1 to a single score that fits your trade, subject to approval by your DM.

Skills

You gain 2 slots in your trade.

Tools

You gain the Tools of your trade, and one kit, if applicable.

Equipment

You gain a bonus of 50 to your Wealth.

Adventurer

Description

Some folks will intentionally choose to apprentice to be an adventurer. Your Apprenticeship will be your Profession.

Ability Score

You gain a +1 in one of your Profession’s three scores.

Skills

You gain 1 Postulant Precept.

Tools

You gain no additional tools or kits.

Equipment

You start with a wealth bonus of 35.

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