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  • Core Rulebook

Core Rulebook

  • Introduction
  • Playing Risen Kings
    • How the Game Works
    • Three Modes of Play
    • The Core Roll
    • Boons and Banes
    • Ability Checks
    • Common Rolls at a Glance
    • Difficulty Classes
    • Ability Modifiers and Proficiency Bonus
    • Contested Actions
    • Character Values
  • Character Creation
  • Bloodlines and Backgrounds
    • Bloodlines
    • Backgrounds
  • Classes and Specializations

Backgrounds

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

BackgroundExperience
AcolyteTemples, religious customs, sacred texts, ceremonies, and the organization of a chosen faith
ApothecaryMedicines, poisons, diseases, ingredients, remedies, and identifying physical symptoms
ArtisanA chosen craft, its tools and materials, workshops, trade practices, and judging workmanship
CaravanerOverland travel, wagons, pack animals, road hazards, trade routes, and remote settlements
CourtierNoble customs, etiquette, political rivalries, formal events, and navigating powerful households
CriminalSmuggling, illegal markets, gangs, concealment, coded messages, and avoiding authorities
DelverRuins, underground travel, structural dangers, dungeon signs, and surviving beneath the earth
EntertainerPerformance, audiences, public houses, local stories, disguises, and reading a crowd
FarmerCrops, livestock, seasons, rural communities, food storage, and practical repairs
FisherRivers, lakes, coastal waters, boats, nets, weather signs, and aquatic creatures
GuardPatrols, local laws, security routines, crowd control, fortifications, and recognizing threats
HealerWounds, illness, childbirth, anatomy, sanitation, bedside care, and signs of unnatural sickness
HermitSolitude, self-sufficiency, remote places, meditation, gathering food, and enduring isolation
HunterTracking, animals, traps, wilderness signs, preparing game, and predicting a quarry’s behavior
LaborerHeavy work, construction sites, mines, docks, common tools, unsafe structures, and working communities
MerchantTrade goods, bargaining, marketplaces, contracts, supply routes, and judging value
NobleHeraldry, inheritance, estates, courtly obligations, family alliances, and political history
OutriderHorses, scouting, borderlands, messages, pursuit, navigation, and traveling ahead of a group
SailorShips, navigation, ropes, weather, ports, sea customs, cargo, and life aboard a vessel
ScholarResearch, libraries, academic institutions, ancient texts, and one chosen field of study
ScribeRecords, legal documents, archives, handwriting, translation, copying, and detecting altered texts
SoldierMilitary organization, battlefield signs, camps, weapons, fortifications, and the customs of armies
Street UrchinAlleys, hidden routes, city rumors, crowds, petty theft, hunger, and surviving without protection
WardenA chosen region, its people, trails, dangers, landmarks, laws, and recurring threats
WandererDistant customs, improvised shelter, unusual roads, finding work, and adapting to unfamiliar places

Rare Backgrounds

BackgroundExperience
Altering ScholarThe Altering, divine scars, lost relics, ancient battlefields, and conflicting histories.
LightwardenProtective lights, supernatural darkness, failed illumination, and guiding others through lightless places.
Relic KeeperAncient relics, curses, containment, provenance, and safe handling.
SealkeeperWards, locks, oaths, warning signs, and sealed places.
Deep Hallows EnvoySubterranean roads, underground trade, black rivers, settlements, and local customs.
Risen Order InitiateThe teachings, shrines, relics, vows, and rival traditions of a Risen King.
Sapphire Flame AttendantThe Sapphire Flame, sacred ceremonies, fire omens, Rose Citadel traditions, and guarding an ancient holy site.
Revealing Flame AgentInvestigations, hidden corruption, religious law, interrogations, Navarran authority, and the Order’s methods.
Council of Mists RetainerMage politics, magical disputes, formal secrecy, Ohm Serin, and serving one of the ruling archmages.
Godscar SurvivorSupernatural disasters, lingering divine magic, cursed landscapes, strange creatures, and enduring places where reality has changed.
Yielding Dawn EnvoyRegional diplomacy, Nur Garum, treaty customs, rival delegations, and the Festival of the Yielding Dawn.
Navarran Border WardenDesert roads, signal forts, military patrols, raiders, ancient ruins, and life along Navarre’s borders.
Greywall PathfinderMountain 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

LanguageCommonly Used By
CommonThe shared language of trade, travel, diplomacy, and most surface kingdoms.
DwarvenDwarven communities, masons, smiths, and settlements of the Deep Hallows.
ElvenElven courts, forest enclaves, scholars, and keepers of ancient traditions.
GnomishGnomish communities, artificers, researchers, and arcane workshops.
GoblinGoblin warrens, undercities, scavenger communities, and hidden roads.
HalflingHalfling settlements, caravans, river communities, and family networks.
OrcishOrcish clans, cities, warbands, merchants, and communities throughout Eclura.
Scaled TongueLizardfolk communities and peoples descended from ancient scaled civilizations.
NavarranSoldiers, officials, merchants, and communities of the Navarre Kingdom.
AvrynicScholars, nobles, priests, artisans, and communities of Avrynth.
Veiled TongueSettlements, travelers, and mountain and forest communities of the Veiled Lands.
HallowscantTraders, 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.

LanguageCommonly Associated With
DemonicDemons, corrupted places, destructive rituals, and the influence of the Primal Void.
CelestialGods, Archangels, divine servants, sacred relics, and ancient holy writings.
GiantGiants, their descendants, and the ruins of their ancient kingdoms.
InfernalDevils, infernal contracts, the Hells, and those who bargain with them.
PrimordialElemental beings, primal forces, ancient spirits, and magic older than mortal civilizations.
DraconicDragons, kobold priesthoods, scaled ruins, relics, and ancient inscriptions.
Void SpeechVoid-touched creatures, forbidden cults, Voidlight, and damaged places between realms.

Primary Sidebar

Core Rulebook

  • Introduction
  • Playing Risen Kings
    • How the Game Works
    • Three Modes of Play
    • The Core Roll
    • Boons and Banes
    • Ability Checks
    • Common Rolls at a Glance
    • Difficulty Classes
    • Ability Modifiers and Proficiency Bonus
    • Contested Actions
    • Character Values
  • Character Creation
  • Bloodlines and Backgrounds
    • Bloodlines
    • Backgrounds
  • Classes and Specializations

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