List of Origins in Cynkard | World Anvil
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List of Origins

Your character has to come from somewhere, and your land of origin will inform what you have access to mechanically, and should inform your character's outlook on life and culture just as much as their race does. Below is a list of available origins:
Eastern Marches: a loose collection of holdings ruled by the richest. Most of their culture is built around mercantilism, art and the sea voyages. Marchmen value wealth, freedom and fame. It is customary for marchmen to flaunt their wealth and exchange flattery in ostentatious ways.
  • Races allowed: any
  • Classes disallowed: monk, paladin
  • Domains disallowed: revelry
Felis Kingdom: the kingdom where the majority of catfolk reside is at a glance the ideal representation of feudalism, however under the surface there is a constant war of deceit and conspiracy. Felis who become adventurers are usually criminals on the run, or catfolk who either couldn't function in the regimented yet convoluted system of lies and keeping up appearances, or tried and failed spectacularly and became persona non grata. Volken are the most numerous here than anywhere else in Cynkard, but culturally are not much distinct.
  • Races allowed: felis and volken
  • Classes disallowed: cleric (except Volken), druid, monk, paladin, ranger
Nomad: you have no real home to call your own. You are either from a volken pack, or part of some traveling group and were born into it. You are not shaped so much by the culture you come from, but by the people who brought you up.
  • Races allowed: human, volken, reptonian, mamoona, drakon
  • Classes disallowed: monk, paladin
Radovia: this category includes not just Radovia itself but also the minor states that they have a close cultural tie to, like the Isacaar theocracy. Radovians are rigid people who rarely smile when sober. They value hard work, honesty and religiosity, while being heavily prejudiced against arcane magic. They founded a number of religious knightly orders, the most important of which is known as the Bright Order.
  • Races allowed: any
  • Classes disallowed: monk, wizard
  • Domains disallowed: revelry, magic
Sodora or Gomoda: twin city states located in the peaks of the Scale Mountains renowned for their riches. They were founded on the infamous Great Vault of Garurugon. Thanks to their riches and defensible position they are coveted by the Eastern Marches, but currently simply settle on trade. Locals are used to a life of leisure and revelry - it is said that there is no such thing as poverty in Sodora and Gomoda. It is one of the only civilized lands where open worship of Sanat is allowed, however it worships a benign depiction of the deity, where he represents the vices of hedonism.
  • Races allowed: human, felis, volken, reptonian and drakon
  • Classes disallowed: assassin, druid, monk, paladin
  • Domains disallowed: agriculture, animals, magic, plants, war, wilderness
Wildman: you are either a hermit or belong to a community that shunned the civilized world for one reason or another.
  • Races allowed: human, drakon, reptonian and mamoona
  • Classes disallowed: alchemist, assassin, cleric, monk, paladin, wizard
Wobai: the Jewel of the Desert, a land of harsh opposites, the lands under Wobai's control consist of barren sands and fertile river soil, scalding hot deserts and frozen mountain peaks, vast open fields and some of the most densely packed urban areas in all of Cynkard. Similarly, the society of Wobai is divided into casts which represent a wide spectrum of power and wealth, with the difference between the lowest of society and the highest is the most vast compared to other lands. Regardless of your status, a typical wobaian is a collectivist, believes in owning up to one's mistakes and takes pride in contributing to the greater good of Wobai. Magic is typically practiced by nobles and is therefore highly admired by most citizens.
  • Races allowed: any
  • Classes disallowed: paladin, ranger
  • Domains disallowed: revelry
Wolf Isles: not currently avaliable
Note on domains: the disallowed domains assume a cleric of Javat. If you are playing a cleric of Sanat you have a separate list of domains you are allowed to pick that clerics of Javat cannot pick. Those domains are:
  • Chaos
  • Darkness
  • Death
  • Deceit
  • Destruction
  • Mischief
  • Plague

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