Custom Backgrounds

Slave Mage:

You were a mage who was captured at a young age and forced into slavery. Perhaps you were sold to a noble family as a Magichef to create their food and water. Perhaps you were a Utilimagi to a merchant and provided his store with light and regulated the temperature. Either way you eventually found freedom and now try to make a life for yourself while evading capture.

  • Skills: Arcana and Stealth or Sleight of Hand.
  • Ability: Rationed Lifestyle = years of living under the harsh whip of your masters has made you very tough and conditioned you to live without much. You can survive on half the amount of water and food that a regular person would require.
  • Extra spell: at first level, you know one additional spell (1st Level or cantrip) which relates to your former life (create water for example). In addition to your regular number of spell slots you can innately cast this spell once per day.

Registered Mage:

You are one of the few magic users whose existence was deemed necessary by your city-state and allowed to exist in a life of relative freedom. Perhaps you were a warmagi who served in your lord’s armies or a consulmagi who used your powers of foresight to advice your lord. Regardless of your specific role, as a registered mage you grew accustomed to a life of luxury and a high social life. You now wander as a free agent or on a secret mission from your lord.

  • Skills: Arcana and Persuasion
  • Ability: Don’t you know who I am?! = A useful tool for any mage is the fact that you are important to someone who is also important and you can use this as leverage against anyone who might get in your way. While in a city or town you can namedrop your former (or current) employer to avoid trouble with guards, slavers or nobles who try to stop, imprison or otherwise impede you or your compatriots.
  • Extra spell: at first level, you know one additional spell (1st Level or cantrip) which relates to your former life (create water for example). In addition to your regular number of spell slots you can innately cast this spell once per day.

Slaver:

You are a former slaver: a profession that while frowned upon, is very much legal. You may have specialised in capturing magic users for the noble houses or warriors for the gladiatorial arenas. Either the pangs of conscience or the temptations of greener pastures have led you to leave your slaving band.

  • Skills: Athletics and Appraisal
  • Languages: Slaver
  • Ability: You know where and how to sell people into slavery. Furthermore, you begin the game with three slaves. These slaves will follow your instructions but will attempt to escape at their first opportunity. They come unshackled and any restraints will have to be purchased by you.

Treasure Hunter/Tomb Raider

Ancient ruins and the vast deserts are a second home to you. From an early age you have been adventuring in search of buried treasures and ancient artefacts from the old world. You are considered somewhat of a wild card back in civilisation and every time you return home people are surprised to see you alive.

  • Skills: Acrobatics
  • Tool Proficiency: Thieves’ Tools
  • Languages: any two languages.
  • Ability: Next big score = you always know the location of one ruin or dungeon which you have never traveled to.

Raider

You are one of the freefolk who eschewed life in one of the city states in favour of surviving in the desert and taking what you need from unsuspecting travelers who cross your path. Depending on the size of your tribe, you may have targeted the larger trade caravans or villages that dot the planes. As a raider, your knowledge of the desert is almost unparalleled and the reputation of your people brings fear to even the most stalwart of travelers.

  • Skills: Survival, Intimidation
  • Languages: Freefolk
  • Ability: The Freefolk Stick Together = Raiders are by necessity incredibly loyal to their own kind. Even though you may have left your tribe for a time, they will always welcome you back and provide you with shelter from the harsh desert. This hospitality will also extend to your companions… provided they behave themselves.

Cannibal

You are a member of one of the savage freefolk tribes who practice cannibalism. Your reasons for doing this may be environmental or religious, but either way most people give your tribe a wide birth. Your relationship with the non-cannibalistic tribes is strained and you are considered the black sheep of the people. In the city-states you are feared and outlawed. Your knowledge of humanoid anatomy is outstanding and you understand which internal organs and secretions can be used to combat illness.

  • Skills: Survival, Medicine
  • Languages: Freefolk
  • Tool Proficiency: Herbalism Kit
  • Weapon Proficiency: Teeth
  • Ability: The Other White Meat = For generations your people have sustained themselves on the flesh of their enemies. You can fulfill your food requirements from the remains of your humanoid enemies and can slaughter them as per the foraging rules. Furthermore, you can use harvested internal organs as components for your Herbalism Kit.

Dune Trader

  • Skills: appraisal, survival
  • Languages: Freefolk
  • Tool Proficiency: vehicles (land)
  • Ability: Buy low, sell high = You can always buy trade goods for 20% less and sell trade goods for 20% more, providing that you buy in one city state and sell in another.

City Watch

  • Skills: perception, intimidation or insight (pick 2)
  • Tool Proficiency: gaming set
  • Thieve’s Cant
  • Ability: You’re Nicked = While you may no longer be in the City Watch, your influence and reputation remain, or maybe you’re owed a few favours. Once per session you can have an NPC detained in a City Watch jail cell for 24 hours. However, your name will be on the paper work (you always have to do the paperwork, that’s just good policing) and the NPC will know that it was you who had them locked up.

Slave

  • Skills: survival, athletics
  • Languages: slave tongue
  • Tool Proficiency: artisan’s tools
  • Ability: Rationed Lifestyle = years of living under the harsh whip of your masters has made you very tough and conditioned you to live without much. You can survive on half the amount of water and food that a regular person would require.

Caravan Guide

  • Skills: perception, survival
  • Tool Proficiency: vehicles (land), navigator’s tools
  • Ability: Right where it ought to be = you always know the relative direction to the nearest city state.

Bounty Hunter

  • Skills: intimidation, investigation
  • Languages: freefolk
  • Tool Proficiency: thieves’ tools
  • Ability: Upon character creation you will receive the name, physical description, and last known location of 3 individuals/creatures with bounties on their head (1x 100gp, 1x 250gp, 1x 500gp). When you cash in a bounty you will receive information on a new target but will never know more than three targets at a time.

Bureaucrat/Bureacromancer

  • Skills: appraisal, insight
  • Languages: Your choice of Dwarvish or Halfling
  • Tool Proficiency: artisan’s tools
  • Ability: Red Tape = where the PC has to interact with the bureaucratic process, they can quickly and efficiently bypass it, or totally obstruct another party that is interacting with the bureaucratic process.

Moneylender

  • Skills: Appraisal, Persuasion
  • Languages: Your choice of Dwarvish or Halfling
  • Ability: I will have my bond! = Once per session, if you are in a city, you can call in a debt that is owed to you, equaling 10gp x your level. Every time you do this, roll a d100. If you roll a multiple of 7, something has gone wrong – either the person cannot pay the debt or they outright refuse.

Custom Backgrounds

The Sands of Delmaria Tom_Murray Tom_Murray