Your Background describes the life you led before becoming an adventurer.
When your Background directly applies to an Ability Check, you gain one Boon. If the task lies at the heart of your Background’s expertise, the Game Master may grant two Boons.
A Background is not a fixed list of skills. Its description shows the experience it usually represents. The player explains how that experience applies, and the Game Master makes the final decision.
Choose one Background from the table or create one with the Game Master’s approval. If your Background asks you to choose a faith, craft, field of study, region, or similar area of experience, record that choice when you select it.
On this page: Backgrounds · Rare Backgrounds · Languages · Rare Languages
Background Options
| Background | Experience |
|---|---|
| Acolyte | Temples, religious customs, sacred texts, ceremonies, and the organization of a chosen faith |
| Apothecary | Medicines, poisons, diseases, ingredients, remedies, and identifying physical symptoms |
| Artisan | A chosen craft, its tools and materials, workshops, trade practices, and judging workmanship |
| Caravaner | Overland travel, wagons, pack animals, road hazards, trade routes, and remote settlements |
| Courtier | Noble customs, etiquette, political rivalries, formal events, and navigating powerful households |
| Criminal | Smuggling, illegal markets, gangs, concealment, coded messages, and avoiding authorities |
| Delver | Ruins, underground travel, structural dangers, dungeon signs, and surviving beneath the earth |
| Entertainer | Performance, audiences, public houses, local stories, disguises, and reading a crowd |
| Farmer | Crops, livestock, seasons, rural communities, food storage, and practical repairs |
| Fisher | Rivers, lakes, coastal waters, boats, nets, weather signs, and aquatic creatures |
| Guard | Patrols, local laws, security routines, crowd control, fortifications, and recognizing threats |
| Healer | Wounds, illness, childbirth, anatomy, sanitation, bedside care, and signs of unnatural sickness |
| Hermit | Solitude, self-sufficiency, remote places, meditation, gathering food, and enduring isolation |
| Hunter | Tracking, animals, traps, wilderness signs, preparing game, and predicting a quarry’s behavior |
| Laborer | Heavy work, construction sites, mines, docks, common tools, unsafe structures, and working communities |
| Merchant | Trade goods, bargaining, marketplaces, contracts, supply routes, and judging value |
| Noble | Heraldry, inheritance, estates, courtly obligations, family alliances, and political history |
| Outrider | Horses, scouting, borderlands, messages, pursuit, navigation, and traveling ahead of a group |
| Sailor | Ships, navigation, ropes, weather, ports, sea customs, cargo, and life aboard a vessel |
| Scholar | Research, libraries, academic institutions, ancient texts, and one chosen field of study |
| Scribe | Records, legal documents, archives, handwriting, translation, copying, and detecting altered texts |
| Soldier | Military organization, battlefield signs, camps, weapons, fortifications, and the customs of armies |
| Street Urchin | Alleys, hidden routes, city rumors, crowds, petty theft, hunger, and surviving without protection |
| Warden | A chosen region, its people, trails, dangers, landmarks, laws, and recurring threats |
| Wanderer | Distant customs, improvised shelter, unusual roads, finding work, and adapting to unfamiliar places |
Rare Backgrounds
| Background | Experience |
|---|---|
| Altering Scholar | The Altering, divine scars, lost relics, ancient battlefields, and conflicting histories. |
| Lightwarden | Protective lights, supernatural darkness, failed illumination, and guiding others through lightless places. |
| Relic Keeper | Ancient relics, curses, containment, provenance, and safe handling. |
| Sealkeeper | Wards, locks, oaths, warning signs, and sealed places. |
| Deep Hallows Envoy | Subterranean roads, underground trade, black rivers, settlements, and local customs. |
| Risen Order Initiate | The teachings, shrines, relics, vows, and rival traditions of a Risen King. |
| Sapphire Flame Attendant | The Sapphire Flame, sacred ceremonies, fire omens, Rose Citadel traditions, and guarding an ancient holy site. |
| Revealing Flame Agent | Investigations, hidden corruption, religious law, interrogations, Navarran authority, and the Order’s methods. |
| Council of Mists Retainer | Mage politics, magical disputes, formal secrecy, Ohm Serin, and serving one of the ruling archmages. |
| Godscar Survivor | Supernatural disasters, lingering divine magic, cursed landscapes, strange creatures, and enduring places where reality has changed. |
| Yielding Dawn Envoy | Regional diplomacy, Nur Garum, treaty customs, rival delegations, and the Festival of the Yielding Dawn. |
| Navarran Border Warden | Desert roads, signal forts, military patrols, raiders, ancient ruins, and life along Navarre’s borders. |
| Greywall Pathfinder | Mountain settlements, dangerous passes, isolated shrines, changing weather, and the old places of the Greywall Mountains. |
Languages
Every character can speak, read, and write Common and one additional Language.
Choose your additional Language based on your character’s upbringing, homeland, family, Background, faith, education, or travels.
Common Languages
| Language | Commonly Used By |
|---|---|
| Common | The shared language of trade, travel, diplomacy, and most surface kingdoms. |
| Dwarven | Dwarven communities, masons, smiths, and settlements of the Deep Hallows. |
| Elven | Elven courts, forest enclaves, scholars, and keepers of ancient traditions. |
| Gnomish | Gnomish communities, artificers, researchers, and arcane workshops. |
| Goblin | Goblin warrens, undercities, scavenger communities, and hidden roads. |
| Halfling | Halfling settlements, caravans, river communities, and family networks. |
| Orcish | Orcish clans, cities, warbands, merchants, and communities throughout Eclura. |
| Scaled Tongue | Lizardfolk communities and peoples descended from ancient scaled civilizations. |
| Navarran | Soldiers, officials, merchants, and communities of the Navarre Kingdom. |
| Avrynic | Scholars, nobles, priests, artisans, and communities of Avrynth. |
| Veiled Tongue | Settlements, travelers, and mountain and forest communities of the Veiled Lands. |
| Hallowscant | Traders, travelers, and mixed communities throughout the Deep Hallows. |
Rare Languages
Rare Languages are usually learned through unusual education, faith, supernatural contact, or discovery during play.
| Language | Commonly Associated With |
|---|---|
| Demonic | Demons, corrupted places, destructive rituals, and the influence of the Primal Void. |
| Celestial | Gods, Archangels, divine servants, sacred relics, and ancient holy writings. |
| Giant | Giants, their descendants, and the ruins of their ancient kingdoms. |
| Infernal | Devils, infernal contracts, the Hells, and those who bargain with them. |
| Primordial | Elemental beings, primal forces, ancient spirits, and magic older than mortal civilizations. |
| Draconic | Dragons, kobold priesthoods, scaled ruins, relics, and ancient inscriptions. |
| Void Speech | Void-touched creatures, forbidden cults, Voidlight, and damaged places between realms. |
