Origins
In addition to having a race and class boost to your ability scores, you gain a boost from your town/region or origin and your former occupation before you started adventuring. You cannot gain the same ability score from both origin and occupation.
In addition to the ability boosts, you also gain a proficiency and a special ability for both occupation and origin.
Drah'jen
Growing up in this land you are used to arid landscapes and sandy beaches. If you grew up here, you either grew up a capital-dweller, or a countryman. Growing up in these lands, there is a dying culture of imperialism and nationalism and a prevalent culture of capitalism and appealing to progressivism.
Ability Boost
Choose between Constitution or Charisma. You can increase one of these ability scores by 2, or you can increase two of these Ability Scores by 1. As normal, you can’t increase an ability score above 15 using this feature.
Starting Languages
You learn Chauvran and Madrah'jan.
Starting Proficiency
Choose either Anthropology, Persuasion, Politicking, or Survival.
Adept Barterer
Growing up in Drah’jen, learning how to bargain and barter is important to not getting scammed. You gain Skill Specialty in Persuasion – Barter Checks and Intelligence – Appraisal Checks.
Chauvre
Growing up in Chauvre, kids are taught about the importance of industry, capitalism, and making something of yourself with your own hands. Many pioneers of technology were born here, and you learned the lessons of these lands, but also the scar of the Kalaloan Genocide still pocks these lands.
Ability Boost
Choose between Intelligence or Wisdom. You can increase one of these ability scores by 2, or you can increase two of these Ability Scores by 1. As normal, you can’t increase an ability score above 15 using this feature.
Starting Languages
You learn Chauvran.
Starting Proficiency
Choose either Repair, Engineering, Chemistry, or Anthropology
Modern Tradecraft
Growing up, learning a trade was essential. Choose a type of technology of which you learned to fix and gain Skill Specialty in that type of Repair check. This could include Repair – Vehicle, Repair – Firearm, Repair – Machinery, Repair – Electricity, et al. Additionally, you gain a tool proficiency of your choice.
Northern Qammaria
Growing up in Northern Qammaria, learning to live of the land is important. You grew up likely drinking well water and seeing foreigners rather seldom. Growing up in these parts teaches you the significance of camaraderie, faith, and survival.
Ability Boost
Choose between Constitution or Wisdom. You can increase one of these ability scores by 2, or you can increase two of these Ability Scores by 1. As normal, you can’t increase an ability score above 15 using this feature.
Starting Languages
You learn Chauvran.
Starting Proficiency
Choose either Survival, Athletics, Biology, or Intimidation.
Rugged Outdoorsman
Unlike your fancy, weakened southern counterparts, you are not particularly picky when it comes to sleeping arrangements. Your ancestors lived in caves, you probably did too. Your minimum rest quality is an uncomfortable rest so long as you rest for the full duration.
Southern (Coastal) Qammaria
Growing up along the Chauvran coast, you’ve learned to embrace the finer aspects of life. People take more care and time with their crafts and the quality of life is significantly higher than your cave-dwelling backwards northern counterparts. You’ve been exposed to cultures around the world and have likely met races of all kinds
Ability Boost
Choose between Charisma or Honor. You can increase one of these ability scores by 2, or you can increase two of these Ability Scores by 1. As normal, you can’t increase an ability score above 15 using this feature.
Starting Languages
You learn Chauvran.
Starting Proficiency
Choose either Engineering, Anthropology, Performance, or Grace
Cultured Individual
Growing up, racial and cultural tolerance is heavily reinforced through the shear amount of other cultures around. Choose a kith language and gain proficiency in that language. Additionally, you have Skill Specialty in Grace – Customs checks.
Östharhammer
Growing up in this area, you learned about the importance of faith as a part of daily life, and how honor is achieved through self-enlightenment and strength. While most of the worlds have begun to abandon their gods which have given so much to the world, the Östharhammer remembers who to praise for their benevolence. The fight against evil never stops in this land, and to some that means that extraplanar creatures should be eradicated, others take a much less literal approach.
Ability Boost
Choose between Strength or Honor. You can increase one of these ability scores by 2, or you can increase two of these Ability Scores by 1. As normal, you can’t increase an ability score above 15 using this feature.
Starting Languages
You learn Ponvonourish.
Starting Proficiency
Choose either Athletics, Cosmology, Metaphysics, or Grace
Religious Education
our upbringing has taught you about the Gods and different religious practices, rites, and customs. You gain Skill Specialty in Cosmology – Religion. Additionally, due to your upbringing, even if not a Kieric, you still learned the ways to deal with undead. You gain Skill Specialty in Cosmology – Undead as well.
Västharhammer
Growing up in the Västhar, you learned about the importance of honor, esteem, and acceptance. While the world was changing, children who grew up here learned about the importance of the pursuit of happiness and the importance of a sharp blade and an even sharper wit.
Ability Boost
Choose between Intelligence, Dexterity, or Honor. You can increase one of these ability scores by 2, or you can increase two of these Ability Scores by 1. As normal, you can’t increase an ability score above 15 using this feature.
Starting Languages
You learn Ponvonourish.
Starting Proficiency
Choose either Investigation, Repair, Handling, or Survival
Military Education
Your upbringing has taught you about the inner workings of military and statecraft. You gain Skill Specialty in Anthropology – Military History and you gain proficiency in pistols and revolver.
Mareloña Viejo
Growing up in the lands of the Former Mareloñan Repúblita, many cultures and customs still remain from this age. Growing up here, the rest of the world seems so backwards. Most places and jobs opened at noon but were open much later. People are more nocturnal here and they love to celebrate. The peoples here celebrate holidays rather frequently and a sense of community holds together this region.
Ability Boost
Choose between Charisma or Dexterity. You can increase one of these ability scores by 2, or you can increase two of these Ability Scores by 1. As normal, you can’t increase an ability score above 15 using this feature.
Starting Languages
You learn Ponvonourish and Mareloñés.
Starting Proficiency
Choose either Sleight of Hand, Insight, Metaphysics, or Performance
Suésto Sleep
Your body is used to sleeping in the way of your homeland. If you take 2 short rests in a day, you only need to sleep for 6 hours.
Party Animal
Mareloñans are known for their ability to dance and party. You gain Skill Specialty in Performance – Dancing, choosing a particular style of dance which you specialize in. Additionally, people find it difficult to dismiss you in a party setting, being able to make a first impression and have a conversation with anyone whose honor score is no more than 4 higher than you.
The Kadgarrak Dominion
Growing up in the former Dominion, social change is slow, and people are afraid of the unknown. People who grew up here usually are described by outsiders as prim and demure. Despite the status of extra-kin (kin from out of the material plane) as legal, many Kadgarrakers are nervous about these individuals.
Ability Boost
Choose between Honor or Intelligence. You can increase one of these ability scores by 2, or you can increase two of these Ability Scores by 1. As normal, you can’t increase an ability score above 15 using this feature.
Starting Languages
You learn Ponvonourish
Starting Proficiency
Choose either Stealth, Anthropology, Perception, or Insight
Fiendish Resolve
Your upbringing made you so distrustful of all fiendish creatures that you are immune to being charmed by them. However, you do have disadvantage on saving throws against being frightened against fiends.
Moorufell
Growing up in Moorufell, you were surrounded by magic and people of magical means. The foundations of the TIMS Network and Weavebreaking were lain here and you grew up in the heart of it all. With Oxelrose academy at the heart of this land, every parent’s dream for their kid is that one day they become a prolific wizard.
Ability Boost
Choose between Intelligence or Charisma. You can increase one of these ability scores by 2, or you can increase two of these Ability Scores by 1. As normal, you can’t increase an ability score above 15 using this feature.
Starting Languages
You learn Ponvonourish and Mooren
Starting Proficiency
Choose either Cosmology, Spellcraft, Engineering, or Metaphysics
Novice Spellcraft
Growing up here, learning magic was inevitable, and even if that did not end up becoming your calling, everyone here has some experience. Choose one cantrip from the Wizard spell list and add it to your spell list. Your ability score for this spell is Intelligence. Additionally, attuning to a tablo costs one fewer attunement slot.
Southeast Ustalok
Growing up in southern Ustalok, you learned the importance of freedom and balance. Morality is grey here and good vs evil feels like an antiquated concept. Guilds which skirt the veneer of legality bolster local economies but can also have a heavy hand in said economy. Business and crime are one in the same here and you have learned to rely on your wit and deftness to survive.
Ability Boost
Choose between Intelligence, Charisma, or Dexterity. You can increase one of these ability scores by 2, or you can increase two of these Ability Scores by 1. As normal, you can’t increase an ability score above 15 using this feature.
Starting Languages
You learn Mooren
Starting Proficiency
Choose either Stealth, Sleight of Hand, Insight, or Intimidation
Discern Lies
Your upbringing made wary of seductive claims and bold statements, and you have a knack for sniffing out these claims. You gain Skill Specialty in Insight – Discern Lies.
Verdant Hills
Growing up in the Verdant Hills area of Ustalok, you learned a thing or two about a more country lifestyle. There are cities, sure, but everything is just more spaced out here and industry expands out not up. Whether you come from the wine fields of Trayern, the azure fields of Azureglade or the cash crop farms of Eckerstadt, you’ve grown up in a much more rural environment.
Ability Boost
Choose between Constitution or Wisdom. You can increase one of these ability scores by 2, or you can increase two of these Ability Scores by 1. As normal, you can’t increase an ability score above 15 using this feature.
Starting Languages
You learn Mooren
Starting Proficiency
Choose either Athletics, Biology, Perception, or Survival
Comfort Food
You grew up spoiled with tasty food and wine, compared to most of the world, and good food reminds you of home. Whenever you pair a meal with a glass of quality wine (40Lv+), upgrade your meal tier by one.
Devoska - Lower Class
Growing up in the lower class of Devoska, you were likely a hard laborer or perhaps even a slave. You had to struggle more than most to survive, and if you’ve left this place, you’re never allowed back. You learned that you must do everything it takes to survive, and you’ve made it to this point.
Ability Boost
Choose between Constitution, Dexterity or Strength. You can increase one of these ability scores by 2, or you can increase two of these Ability Scores by 1. As normal, you can’t increase an ability score above 15 using this feature.
Starting Languages
You learn Devoskn
Starting Proficiency
Choose either Pry, Sleight of Hand, Stealth, or Survival
Labor Hardened
You have survived the worst conditions out there, dealing with slavers, unforgiving and unwavering bosses, and absolute destitution. Having been worked to the point of exhaustion and then some, you gain advantage on Constitution Saving Throws which would result in gaining exhaustion.
Additionally, when you roll a hit die, roll an extra d10 and add it to the amount healed. Once you have used this feature, you must complete a long rest to regain it.
Devoska - Upper Class
Growing up in the higher class of Devoska, slavery was the bedrock institution of your childhood, allowing you to pursue more intellectual pursuits, not having to worry about the strain of manual labor. However, while you were blessed enough to be born into the right class, your country is falling apart and if you’ve seen the rest of the world, it seems like you’re from a second-class country. You learned the value of privilege and birthright, and that the world is unfair, but just in its inequality.
Ability Boost
Choose between Intelligence or Charisma. You can increase one of these ability scores by 2, or you can increase two of these Ability Scores by 1. As normal, you can’t increase an ability score above 15 using this feature.
Starting Languages
You learn Devoskn and Draconic
Starting Proficiency
Choose either Cosmology, Chemistry, Intimidation, or Grace
Birthright
Devoska has given you the luxuries that you deserve by your birthright. Thus, whenever you are in Devoska, your Honor score increases by 4, to a maximum of 18. Additionally, you are legally allowed to move in and out of the country as you please and have a Telewall Bypass Key.
Additionally, pick any Skill Specialty from Intelligence or Wisdom.
Ugthalash - Cojote
Growing up in the rough, frosty woods of Ugthalash, you learned about living in rough conditions and cold climates. You also learned the Blood Codes and were raised strictly with eye for an eye punishment. Only blood can pay for blood.
You belong to the Cojote class, which translates to Hunter. Generally, you fell into one of the following professions: Soldier, Construction, Police, Factory Worker, Miner, Logger, Hunter, Fisherman, Bounty Hunter, Clergy, or a similar profession. As is tradition, your voice carries more weight than a Rhean (gatherer).
Ability Boost
Choose between Honor or Constitution. You can increase one of these ability scores by 2, or you can increase two of these Ability Scores by 1. As normal, you can’t increase an ability score above 15 using this feature.
Starting Languages
You learn Devoskn and Ugthalashan Orcish
Starting Proficiency
Choose either Athletics, Pry, Handling, or Politicking
Highlander
You’ve dealt with low oxygen levels and very cold climates in your time in Ugthalash. You can tolerate temperatures as low of 0 degrees Fahrenheit without any protection. If you wear heavy clothes, you can tolerate temperatures as low as -50 degrees Fahrenheit. Additionally, you can process very thin air, breathing normally at any elevation.
Bloodstrike
When an enemy makes a melee weapon attack against you, you may use your reaction to make a melee weapon attack back at them, adding 1d6 additional damage. Once you have used this feature, you must complete a short rest to regain this feature.
Ugthalash - Rhean
Growing up in the rough, frosty woods of Ugthalash, you learned about living in rough conditions and cold climates. You also learned the Blood Codes and were raised strictly with eye for an eye punishment. Only blood can pay for blood.
You belong to the Rhean class, which translates to Gatherer. Generally you fell into one of the following professions: Education, Health Care, Consulting, Servicer, Leisure, Finance, Engineering, Farming, or were unemployed. As is tradition, your social group had less of a voice which leaves many in the modern era feeling disgruntled.
Ability Boost
Choose between Wisdom or Constitution. You can increase one of these ability scores by 2, or you can increase two of these Ability Scores by 1. As normal, you can’t increase an ability score above 15 using this feature.
Starting Languages
You learn Devoskn and Ugthalashan Orcish
Starting Proficiency
Choose either Survival, Engineering, Persuasion, or Biology
Highlander
You’ve dealt with low oxygen levels and very cold climates in your time in Ugthalash. You can tolerate temperatures as low of 0 degrees Fahrenheit without any protection. If you wear heavy clothes, you can tolerate temperatures as low as -50 degrees Fahrenheit. Additionally, you can process very thin air, breathing normally at any elevation.
Natural Assist
Growing up, you learned how to make yourself helpful to others. When another creature makes an ability check, you can attempt to assist them, even if you are not proficient. When you are helping another creature with a skill in which you are not proficient, you may add half your proficiency bonus to the roll.
The Mourning Quagmire
Growing up in the tribes of the Mourning Quagmire, you learn to live off the land more than most. Living in a swamp teaches you resolve and instills the importance of being observant.
Ability Boost
Choose between Wisdom or Dexterity. You can increase one of these ability scores by 2, or you can increase two of these Ability Scores by 1. As normal, you can’t increase an ability score above 15 using this feature.
Starting Languages
You learn Devoskn and a Tribal Language of your Choice.
Starting Proficiency
Choose either Stealth, Biology, Perception, or Survival
Lightfoot
Growing up in a swamp teaches you how to be light on your feet and how to use the terrain to your advantage. You gain Skill Specialty in Survival – Nature checks. Additionally, nonmagical difficult terrain such as mud, quicksand, heavy snow, and other similar substances does not inflict a movement penalty.
The Scarlet Grove
Growing up in the Scarlet Grove, you have had a deep connection to the feywild. Elven Sages and the surrounding creatures have taught you how things are not always as they seem as to be skeptical of the living world.
Ability Boost
Choose between Intelligence or Wisdom. You can increase one of these ability scores by 2, or you can increase two of these Ability Scores by 1. As normal, you can’t increase an ability score above 15 using this feature.
Starting Languages
You learn Devoskn and Sylvan (Scarlet dialect)
Starting Proficiency
Choose either Sleight of Hand, Cosmology, Investigation, or Metaphysics
Discerning Eyes
You may not have the eyes of those creatures which can see true; however, you know exactly what to look for when illusions are afoot. You gain Skill Specialty in Investigation – Discern Illusions and you have advantage on Saving Throws from Illusion spells and effects.
The Kunaka Atoll
The Kunaka Atoll is the most prosperous area of Hikatoka and a thriving bastion of democracy and freedom. Expansive forests of dark oak trees line the coast and islands of the atoll with shining cities packed amidst these beautifully preserved forests. Creation, innovation, and business thrive along the atoll as even the poorest denizens live better than most of the world’s poor.
Ability Boost
Choose between Intelligence, Wisdom, or Honor. You can increase one of these ability scores by 2, or you can increase two of these Ability Scores by 1. As normal, you can’t increase an ability score above 15 using this feature.
Starting Languages
You learn Hikatokan Proper
Starting Proficiency
Choose either Anthropology, Cosmology, Spellcraft, or Engineering
Magical Acclimation
Most people near the Atoll have experience using a tablo and other everyday magic. Because of this, you’ve been taught how to more openly attune your mind to magic. You gain an additional attunement slot.
Tokosong
Growing up in Tokosong, you learned the value of a hard day’s work, but not only how to work hard, but how to play hard. Industry rules the land, but regulation keeps corporate abuse from being out of hand, allowing for a society where work is a dominating part of people’s lives, but not because it has to be, but because people here love to improve the world.
Ability Boost
Choose between Charisma or Constitution. You can increase one of these ability scores by 2, or you can increase two of these Ability Scores by 1. As normal, you can’t increase an ability score above 15 using this feature.
Starting Languages
You learn Hikatokan Proper
Starting Proficiency
Choose either Athletics, Handling, Repair, or Performance
Work Ethic
. You have learned how to use passion to encourage yourself to work. You are immune to the effects of Adventurer’s Fatigue I.
Additionally, over the course of an hour of resting, you can remove a point of exhaustion. Once you have used this feature, you must wait until you have taken a two-day break from adventuring to regain this feature.
The Clanlands
Growing up in the Clanlands, you learned about the importance of honor and respecting your family. The people of the Clanlands are more patriotic of what city-state their hail from than the nation of Hikatoka as a whole, and that pride keeps its denizens motivated, allowing meritocratic advancement through society.
Ability Boost
Choose between Charisma or Honor. You can increase one of these ability scores by 2, or you can increase two of these Ability Scores by 1. As normal, you can’t increase an ability score above 15 using this feature.
Starting Languages
You learn Lowland Hikatokan and either Hikatokan Proper or Imigaran
Starting Proficiency
Choose either Athletics, Investigation, Performance, or Grace.
Equestrian Training
You also learned how to ride a horse, a dying skill. You have Skill Training with horseback riding.
Juezhan
It is tradition in your lands when someone makes an affront to your honor to challenge them to a Juezhan, a battle of honor. When you defeat an enemy singlehandedly in combat with a higher or equal Honor score than you, you gain 1 point of Honor. If you lose to an opponent with lower honor or decline a Juezhan, you lose 1 point of Honor.
Imigaran Peninsula
Growing up in the desolate, destitute Imigaran Peninsula, you’ve learned how to come by resources and how to survive through scarcity. You’ve learned to make do with the little that you had, and it truly was very little.
Ability Boost
Choose between Dexterity or Constitution. You can increase one of these ability scores by 2, or you can increase two of these Ability Scores by 1. As normal, you can’t increase an ability score above 15 using this feature.
Starting Languages
You learn Imigaran.
Starting Proficiency
Choose either Choose either Handling, Investigation, Survival, or Persuasion
Gritty Survivalist
Growing up in Imigara, you learned not to waste anything you could get your hands on. Rations last you twice as long with no penalty.
Additionally, the rapid winds, ever-changing weather, and the endless miles of lackluster sand has toughened your approach to the weather. You ignore the negative effects of harsh weather and weather, including lightly obscured.
The Primordial Bastions
Growing up in one of the four primordial bastions, either Pahepi, Ozukara, Umbrit, or Augnei, you learned about the importance of the elements and primordial energy. You learned about understanding of the world through the prime elements.
Ability Boost
Choose between Constitution or Intelligence. You can increase one of these ability scores by 2, or you can increase two of these Ability Scores by 1. As normal, you can’t increase an ability score above 15 using this feature.
Starting Languages
You learn Primordial and one Local Regional Language of your choice.
Starting Proficiency
Choose either Choose either Cosmology, Chemistry, Insight, or Metaphysics
Elemental Affinity
. You have grown up in a place of significant primordial energy. You gain Skill Specialty in Biology – Stoichiology and Cosmology – Primal Epipedology. Additionally, based on which city you came from, choose the appropriate of the following cantrips to add to your spell list. This spell uses Constitution as its modifier: Shape Water (Pahepi), Gust (Ozukara), Mold Earth (Umbrit), or Control Flames (Augnei).
The Clutch
Growing up in the lawless land that is the Clutch, you learned to defend yourself and how to keep to your own business. You learned not to ask too many questions and to not interfere with others’ business. If you didn’t have the right connections and you had some value, you would surely parish, so you learned to grow up quickly.
Ability Boost
Choose between Dexterity, Charisma, or Wisdom. You can increase one of these ability scores by 2, or you can increase two of these Ability Scores by 1. As normal, you can’t increase an ability score above 15 using this feature.
Starting Languages
You learn Mooren and one one additional kith language of your choice. Additionally, you gain Thieves’ Cant.
Starting Proficiency
Choose either Persuasion, Sleight of Hand, Stealth, or Insight
Street Smarts
You know how to act and know what to say to survive on the streets. Firstly, you gain Skill Specialty in Anthropology – Crime Guilds. Additionally, you have proficiency with Thieves’ Tools. Finally, when you are in a city, you know exactly which crime guild or family has the majority hold on this city and can spend an hour to gain an audience with them.
Hinshed Island
Growing up on Hinshed, you learned the Black Codes of the Black Bandana, being able to recite them by rote. You have some experience with pirating, growing up here, and grew up in a community of wealth and resource sharing. You learned many tales and shanties of the pirates of yesteryear and have learned many of your fables from Pirate legend as opposed to traditional tales.
Ability Boost
Choose between Dexterity or Charisma. You can increase one of these ability scores by 2, or you can increase two of these Ability Scores by 1. As normal, you can’t increase an ability score above 15 using this feature.
Starting Languages
You learn Ponvonourish
Starting Proficiency
Choose either Pry, Handling, Stealth, or Intimidation
Sea-Weathered
You have some experience out on the high seas. You have Skill Training with ships and boats and can pick a role on a ship with which you have Skill Expertise. Additionally, you can hold your breath for an additional minute.
Pirate Speak
You know the language of the pirates and speak Pirate Speak. This still is based in Ponvonourish but allows you to hide information in your sentences to other people in the know.
Pirate Tools
You have proficiency in swords.
Shirelight
Growing up in the Shire, you were exposed to the collapsing state of Elven Autocracy. You were taught the importance of the arts and the importance of beauty. The Shire represents a beacon of beauty, faith, and cynicism.
Ability Boost
Choose between Dexterity or Wisdom. You can increase one of these ability scores by 2, or you can increase two of these Ability Scores by 1. As normal, you can’t increase an ability score above 15 using this feature.
Starting Languages
You learn Sylkainen Elvish
Starting Proficiency
Choose either Sleight of Hand, Metaphysics, Spellcraft, or Performance
Elven History
Even if you aren’t an elf, growing up in an elven population center, you are bound to be educated and bound to have that education rooted in Elvish lore. You gain Skill Specialty in Anthropology – Elvish Lore.
Emotionally Attuned
You also learned the importance of emotions and understanding yourself through reflection. You gain Skill Specialty in Insight – Emotion checks.
Artistic Expression
Finally, you were taught the importance of art and beauty. Choose an instrument or artisan’s tool and gain Skill Training in that choice.