Character Origins
Choose where your character is from, gaining small bonuses that reflect their upbringing and experiences. Each origin provides a +2 to two skills, extra starting equipment, or proficiencies based on their background.
Bonus: +2 to History, +2 to Persuasion. Gain proficiency with water vehicles or 40gp.
Bonus: +2 to Survival, +2 to Nature. Gain Psyche-Sight.
Bonus: +2 to any two skills of your choice. Start with one extra piece of equipment of your choice (Value no more then 30gp).
Bonus: +2 to any skill. Start with Theive's Cant, 1 Vial of Prismatic Dregs, Blackmail/Evidence of naughty behavior (Someone Imporant) or information on a shady deal for Prismatic Dregs .
Bonus: +2 to Athletics, +2 to Intimidation. Gain proficiency with martial weapons or start with a Stromium Weapon (+2 lightning damage)
Bonus: +2 to Stealth, +2 to Investigation. Start with an extra set of rations and a Donkey or a rare unhatched monster egg (Length till hatches unknown).
Bonus: +2 to Arcana, +2 to Insight. Start with 3 spell scrolls (Levels 0-4).
Bonus: +2 to Investigation, +2 to Sleight of Hand. Choose a tinkerers tool to be proficient in and start with associated tool.
Bonus: +2 to Acrobatics, +2 to Deception. Start with a letter offering assistance (Friend? Money? Home? Job? who knows) or a Explorers Pack.
Sapphire Sea Origins
Islander (Espera)
Coming from the Isles of Espera, Islanders are natural navigators and treasure seekers. Their deep connection to the sea and politics gives them a sharp understanding of history and the currents of global affairs.Bonus: +2 to History, +2 to Persuasion. Gain proficiency with water vehicles or 40gp.
Gaillardian (Blanket Isle)
The Gaillardians are traditionalists, with strong ties to ancient civilizations and unique gods. They are known for their resilience and cultural pride, which makes them resourceful and self-reliant.Bonus: +2 to Survival, +2 to Nature. Gain Psyche-Sight.
Golden Child (Costa De Oro)
Golden Children are non-natives of Costa De Oro, but the island’s dynamic political and geographical setting has shaped them into versatile individuals. Their varied upbringing grants them adaptability in both social and physical endeavors.Bonus: +2 to any two skills of your choice. Start with one extra piece of equipment of your choice (Value no more then 30gp).
Prismatic Prospector (Sarcos)
Prismatic Prospectors are individuals who seek out Prismatic Dregs, a rare and powerful resource tied to the Island of Sarcos. These adventurers may have started elsewhere in the world but had to fight tooth and nail to make enough money to afford a trip out.Bonus: +2 to any skill. Start with Theive's Cant, 1 Vial of Prismatic Dregs, Blackmail/Evidence of naughty behavior (Someone Imporant) or information on a shady deal for Prismatic Dregs .
Mainlander Origins
Valitarian (Valitaria)
Valitarians hail from the militaristic and powerful empire of Valitaria. They are disciplined and sharp-minded, used to the high expectations and demands of a dominant world power.Bonus: +2 to Athletics, +2 to Intimidation. Gain proficiency with martial weapons or start with a Stromium Weapon (+2 lightning damage)
Dweller (Kashta)
Dwellers from Kashta are known for their survival instincts and ability to thrive in harsh desert environments. They are seen as cunning and resourceful, with a natural talent for finding hidden paths.Bonus: +2 to Stealth, +2 to Investigation. Start with an extra set of rations and a Donkey or a rare unhatched monster egg (Length till hatches unknown).
Serik (Serimony)
Seriks from Serimony are known for their philosophical and artistic nature, hailing from a land rich in intellectual and religious enlightenment. Their deep sense of thoughtfulness aids them in both magical and social pursuits.Bonus: +2 to Arcana, +2 to Insight. Start with 3 spell scrolls (Levels 0-4).
Easterner (Etrusca)
Easterners from Etrusca come from a technologically advanced society. Their background in engineering and architecture gives them a sharp edge in problem-solving and craftsmanship.Bonus: +2 to Investigation, +2 to Sleight of Hand. Choose a tinkerers tool to be proficient in and start with associated tool.
Refugee (Tussai)
Refugees from Tussai, who recently lost a war to Valitaria, are resilient survivors. They are skilled in adapting to new environments and making do with limited resources, giving them a natural ability to thrive in difficult situations.Bonus: +2 to Acrobatics, +2 to Deception. Start with a letter offering assistance (Friend? Money? Home? Job? who knows) or a Explorers Pack.